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qstr_Next_Page|Next Page qstr_Candidate_#1 _{s1}|Candidate #1 {s1} qstr_Candidate_#2 _{s1}|Candidate #2 {s1} qstr_{s3}_of_{s4}_wishes_|{s3} of {s4} wishes to select a new marshall and invites his vassals for a counsel. {s1} and {s2} are the likely candidates. qstr_Continue...|Continue... qstr_Who_do_you_wish_to_s|Who do you wish to support? qstr_{s1}|{s1} qstr_{s1}_gives_his_suppo|{s1} gives his support to {s2}. qstr_Number_of_Supporters|Number of Supporters {reg0} qstr_{s2}_has_heard_his_v|{s2} has heard his vassals' counsel. He selects {s1} as the marshall of {s3}. qstr_Action|Action qstr_Mount|Mount qstr_Attack_Type|Attack Type qstr_Hold_This_Position|Hold This Position qstr_Follow_Me|Follow Me qstr_Charge|Charge qstr_Advance|Advance qstr_Fall_Back|Fall Back qstr_Stand_Closer|Stand Closer qstr_Spread_Out|Spread Out qstr_Stand_Ground|Stand Ground qstr_Dismount|Dismount qstr_Use_Any_Weapon|Use Any Weapon qstr_Use_Blunt_Weapons|Use Blunt Weapons qstr_Us|Us qstr_Enemies|Enemies qstr_Ready|Ready qstr_Wounded|Wounded qstr_Dead|Dead qstr_Allies|Allies qstr_Number_of_men_knocke|Number of men knocked down {reg1} qstr_Number_of_men_left _|Number of men left {reg1} qstr_Opponents_Beaten _{r|Opponents Beaten {reg1} qstr_Opponents_Remaining |Opponents Remaining {reg1} qstr_Remain_in_retirement|Remain in retirement. qstr_Go_back_to_the_adven|Go back to the adventuring. qstr_You_have_retired_at_|You have retired at level {reg4} after {reg5} days of adventuring. qstr_Effect_on_Score|Effect on Score qstr_Settlements_owned_by|Settlements owned by you {reg0} qstr_{reg0?+ }{reg0}|{reg0?+ }{reg0} qstr_Friendly_Settlements|Friendly Settlements {reg0} qstr_Hostile_Settlements |Hostile Settlements {reg0} qstr_{reg0}|{reg0} qstr_Friendly_Lords _{reg|Friendly Lords {reg0} qstr_Enemy_Lords _{reg0}|Enemy Lords {reg0} qstr_Victories _{reg0}|Victories {reg0} qstr_Defeats _{reg0}|Defeats {reg0} qstr_Quests_Completed _{r|Quests Completed {reg0} qstr_Companions_Found _{r|Companions Found {reg0} qstr_Companions_Lost/Depa|Companions Lost/Departed {reg0} qstr_Wealth _{reg0}_denar|Wealth {reg0} denars qstr_Inventory _{reg0}_de|Inventory {reg0} denars qstr_Renown _{reg0}|Renown {reg0} qstr_Experience _{reg0}|Experience {reg0} qstr_Days_Passed _{reg0}|Days Passed {reg0} qstr_Difficulty _{reg0}%|Difficulty {reg0}% qstr_{reg3?+ }{reg0}|{reg3?+ }{reg0} qstr_TOTAL_SCORE _{reg0}|TOTAL SCORE {reg0} qstr_{s3}^{s1}_production|{s3}^{s1} production for {s2} {reg0} qstr_{s1}_of_{s3}_was_def|{s1} of {s3} was defeated in battle but managed to escape. qstr_+{reg1}_to_party_mor|+{reg1} to party morale qstr_Requires_{reg1}_inte|Requires {reg1} intelligence to read qstr_Reading_Progress _{r|Reading Progress {reg1}% qstr_wound_treament|wound treament qstr_trainer|trainer qstr_surgery|surgery qstr_+1_to_{s1}_while_in_|+1 to {s1} while in inventory qstr_Move_here|Move here qstr_View_notes|View notes qstr__{s61}| {s61} qstr_ERROR _More_than_15_|ERROR More than 15 trade routes are given for {s1}. qstr_{reg4}_killed_{reg5}|{reg4} killed, {reg5} wounded qstr_killed|killed qstr_wounded|wounded qstr_{reg3?{reg3} }_{s1}_|{reg3?{reg3} } {s1} ({s2}) qstr_{s0}_{reg3?{reg3} }_|{s0}, {reg3?{reg3} } {s1} ({s2}) qstr_{s0}^{reg3?{reg3} }_|{s0}^{reg3?{reg3} } {s1} ({s2}) qstr_{s0}^TOTAL _{reg3}__|{s0}^TOTAL {reg3} ({s2}) qstr_None|None qstr_^None|^None qstr_nothing|nothing qstr_{reg0}_village{reg1?|{reg0} village{reg1?s } qstr_{reg0}_castle{reg1?s|{reg0} castle{reg1?s } qstr_{reg0}_castle{reg1?s |{reg0} castle{reg1?s } and {s0} qstr_{reg0}_town{reg1?s }|{reg0} town{reg1?s } qstr_{reg0}_town{reg1?s }_|{reg0} town{reg1?s } and {s0} qstr_{reg0}_town{reg1?s }_{|{reg0} town{reg1?s }, {s0} qstr_Your_opponents_are_r|Your opponents are ready for the fight. qstr_Try_to_destroy_as_ma|Try to destroy as many targets as you can. You have two and a half minutes to clear the track. qstr_Stay_behind_the_line|Stay behind the line on the ground and shoot the targets. Try not to waste any shots. qstr_Battle_Advantage_=_{|Battle Advantage = {reg0}. qstr_{s9}_wants_you_to_re|{s9} wants you to resume following his army until further notice. qstr__Being_Raided_|(Being Raided) qstr__Looted_|(Looted) qstr__Under_Siege_|(Under Siege) qstr_The_village_of_{s1}_|The village of {s1} has been looted by {s2}. qstr_{s3}_is_no_longer_un|{s3} is no longer under siege. qstr_Enemies_spotted_near|Enemies spotted near {s1}. qstr_{s1}_has_been_besieg|{s1} has been besieged by {s2} of {s3}. qstr_{s1}_is_chosen_as_th|{s1} is chosen as the marshall of {s2}. qstr_{s1}_is_the_new_mars|{s1} is the new marshall of {s2}. qstr_{s1}_decided_to_do_n|{s1} decided to do nothing. qstr_{s1}_decided_to_gath|{s1} decided to gather army. qstr_{s1}_decided_to_besi|{s1} decided to besiege {s2}. qstr_{s1}_decided_to_raid|{s1} decided to raid {s2}. qstr_{s1}_decided_to_atta|{s1} decided to attack {s2}. qstr_{s1}_decided_to_attac|{s1} decided to attack enemies around {s2}. qstr_You_gained_{reg12}_r|You gained {reg12} renown. qstr_You_lose_{reg12}_ren|You lose {reg12} renown. qstr_Your_relation_with_{|Your relation with {s1} has improved. qstr_Your_relation_with_{s|Your relation with {s1} has deteriorated. qstr_You_gain_honour.|You gain honour. qstr_You_lose_honour.|You lose honour. qstr_{s1}_has_declared_wa|{s1} has declared war against {s2}. qstr_{s1}_and_{s2}_have_m|{s1} and {s2} have made peace with each other. qstr_{s2}_{reg3?was is_cu|{s2} {reg3?was is currently} at {s3}. qstr_{s2}_{reg3?was is}_t|{s2} {reg3?was is} travelling to {s3} and {reg4?she he} {reg3?was should be} close to {s4}{reg3? at the moment}. qstr_{s2}_{reg3?was is}_i|{s2} {reg3?was is} in wilderness and {reg4?she he} {reg3?was should be} close to {s3}{reg3? at the moment}. qstr_{s2}_{reg3?was is}_b|{s2} {reg3?was is} being held captive at {s3}. qstr_{s2}_{reg3?was has_b|{s2} {reg3?was has been} taken captive by {reg4?her his} enemies. qstr_{reg3?{s2}_s_locatio|{reg3?{s2}'s location was unknown I don't know where {s2} is}. qstr_{s6}_has_joined_your|{s6} has joined your party qstr_You_now_owe_{reg2}_d|You now owe {reg2} denars to {s1}. qstr_Renown_value_for_thi|Renown value for this battle is {reg8}. qstr_You_have_run_into_a_|You have run into a trap! qstr_You_are_attacked_by_|You are attacked by a group of bandits! qstr_Holding|Holding qstr_Following|Following qstr_Charging|Charging qstr_Advancing|Advancing qstr_Falling_Back|Falling Back qstr_Standing_Closer|Standing Closer qstr_Spreading_Out|Spreading Out qstr_Standing|Standing qstr_N/A|N/A qstr_Free|Free qstr_Any_Weapon|Any Weapon qstr_Blunt_Weapons|Blunt Weapons qstr_Infantry__{reg1}_|Infantry ({reg1}) qstr_Archers__{reg2}_|Archers ({reg2}) qstr_Cavalry__{reg3}_|Cavalry ({reg3}) qstr_{reg4}|{reg4} qstr_{reg5}|{reg5} qstr_{reg6}|{reg6} qstr_{reg7}|{reg7} qstr_{reg8}|{reg8} qstr_{reg9}|{reg9} qstr_{reg10}|{reg10} qstr_{reg11}|{reg11} qstr_{reg12}|{reg12} qstr_{s1}_Rebels|{s1} Rebels qstr_Given_by _{s62}|Given by {s62} qstr_Given_on _{s60}|Given on {s60} qstr_You_have_{reg0}_days|You have {reg0} days to finish this quest. qstr_This_quest_has_been_|This quest has been concluded. Talk to {s59} to finish it. qstr_This_quest_has_been_s|This quest has been successfully completed. Talk to {s59} to claim your reward. qstr_This_quest_has_faile|This quest has failed. Talk to {s59} to explain the situation. qstr_At_the_time_quest_wa|At the time quest was given ^{s1} qstr_{s4}_is_in_{s5}|{s4} is in {s5} qstr_{s1}_is_infested_by_|{s1} is infested by bandits. qstr_nowhere|nowhere qstr_{s7}_and_{s8}|{s7} and {s8} qstr_{s7}_{s8}|{s7}, {s8} qstr_noone|noone qstr_{s9}_and_{s10}|{s9} and {s10} qstr_{s9}_{s10}|{s9}, {s10} qstr_{s11}_and_{s12}|{s11} and {s12} qstr_{s11}_{s12}|{s11}, {s12} qstr_{s5}_is_ruled_by_{s6|{s5} is ruled by {s6}.^It occupies {s8}.^Its vassals are {s10}.^{s5} is at war with {s12}. qstr_{s5}_has_been_defeat|{s5} has been defeated! qstr_{s5}_has_a_strength_|{s5} has a strength of {reg1} men in total. qstr_{s54}_is_a_claimant_|{s54} is a claimant to the throne of {s56}. qstr_{s57}_and_{s58}|{s57} and {s58} qstr_{s57}_{s58}|{s57}, {s58} qstr_{reg3?She He}|{reg3?She He} qstr_^{s59}|^{s59} qstr_{reg6? {reg4?{s54}_i|{reg6? {reg4?{s54} is the ruler of {s56}.^ {s54} is a vassal of {s55} of {s56}.^}}Renown {reg5}.^{reg9?{reg3?She He} is the {reg3?lady lord} of {s58}. {reg3?She He} has no fiefs.}{s59} qstr_The_last_time_you_sa|The last time you saw {reg1?her him}, {s1} qstr_The_last_time_you_he|The last time you heard about {reg1?her him}, {s1} qstr_The_town_of_{s50}|The town of {s50} qstr_The_village_of_{s50}|The village of {s50} near {s52} qstr_{s50}|{s50} qstr_{s51}_belongs_to_{s1|{s51} belongs to {s1} of {s2}.^ qstr_{s2}It_has_no_villag|{s2}It has no villages.^ qstr_{s2}{reg0?Its_villag|{s2}{reg0?Its villages are Its village is} {s8}.^ qstr_{s2}Its_prosperity_i|{s2}Its prosperity is {s50} qstr_Current_garrison_con|Current garrison consists of {reg5} men.^Has food stock for {reg6} days. qstr_Very_Poor|Very Poor qstr_Poor|Poor qstr_Average|Average qstr_Rich|Rich qstr_Very_Rich|Very Rich qstr_Manor|Manor qstr_A_manor_lets_you_res|A manor lets you rest at the village and pay your troops half wages while you rest. qstr_Mill|Mill qstr_A_mill_increases_vil|A mill increases village prosperity by 5%. qstr_Watch_Tower|Watch Tower qstr_A_watch_tower_lets_t|A watch tower lets the villagers raise alarm earlier. The time it takes for enemies to loot the village increases by 25%. qstr_School|School qstr_A_shool_increases_th|A shool increases the loyality of the villagers to you by +1 every month. qstr_Messenger_Post|Messenger Post qstr_A_messenger_post_let|A messenger post lets the villages send you a message whenever enemies are nearby, even if you are far away from here. qstr_Prison_Tower|Prison Tower qstr_A_prison_tower_reduc|A prison tower reduces the chance of captives held here running away successfully. qstr_Prosperity_of_{s2}_h|Prosperity of {s2} has changed from {s3} to {s4}. qstr_{s4}_looks_upset.|{s4} looks upset. qstr_your_party|your party qstr_{reg0?One_of_your_pr|{reg0?One of your prisoners, }{s1} of {s3} has escaped from captivity! qstr_You_brought_{reg3}_h|You brought {reg3} heads of cattle to {s1}. qstr_I_heard_that_there_w|I heard that there will be a tournament in {s62} soon. qstr_I_heard_that_one_can|I heard that one can buy {s62} very cheap at {s63}. qstr_I_heard_that_they_pa|I heard that they pay a very high price for {s62} at {s63}. qstr_Log_entry_{reg3} _ty|Log entry {reg3} type {reg4} qstr_Center _{s4}|Center {s4} qstr_Troop _{s4}|Troop {s4} qstr_Lord _{s4}|Lord {s4} qstr_Ally_party_is_presen|Ally party is present qstr_{s4}_is_present_at_e|{s4} is present at event qstr_Event_#{reg5}_type_{|Event #{reg5}, type {reg6}, time {reg8} player's kingdom relation to troop object = {reg7} qstr_Event_#{reg5}_type_{r|Event #{reg5}, type {reg6}, time {reg8} player's kingdom relation to center object faction = {reg7} qstr_Event_#{reg5}_type_{re|Event #{reg5}, type {reg6}, time {reg8} player's kingdom relation to faction object = {reg7} qstr_Event_#{reg5}_type_{reg|Event #{reg5}, type {reg6}, time {reg8}. No relevant kingdom relation qstr_Event_#{reg5}_type_{reg6|Event #{reg5}, type {reg6}, time {reg8}. Player unaffiliated qstr_Elapsed_hours _{reg7|Elapsed hours {reg7} qstr_Reputation_type _{s1|Reputation type {s15} qstr_Entries_up_to_#{reg5|Entries up to #{reg5} skipped qstr_Cannot_leave_now.|Cannot leave now. qstr_Tutorial|Tutorial qstr_You_must_stay_behind|You must stay behind the line on the ground! Point is not counted. qstr_{s4} _M{reg3}_2M{reg|{s4} M{reg3}, 2M{reg4}, PC{reg5}, 2PC{reg6}, PM{reg7} qstr_You_came_into_the_wo|You came into the world a {reg3?daughter son} of declining nobility, owning only the house in which they lived. However, despite your family's hardships, they afforded you a good education and trained you from childhood for the rigors of aristocracy and life at court. qstr_You_were_born_the_{r|You were born the {reg3?daughter son} of travelling merchants, always moving from place to place in search of a profit. Although your parents were wealthier than most and educated you as well as they could, you found little opportunity to make friends on the road, living mostly for the moments when you could sell something to somebody. qstr_As_a_child_your_fami|As a child, your family scrabbled out a meagre living from your father's wages as a guardsman to the local lord. It was not an easy existence, and you were too poor to get much of an education. You learned mainly how to defend yourself on the streets, with or without a weapon in hand. qstr_{reg3?daughter son}|{reg3?daughter son} qstr_You_were_the_{reg3?d|You were the {reg3?daughter son} of a family who lived off the woods, doing whatever they needed to make ends meet. Hunting, woodcutting, making arrows, even a spot of poaching whenever things got tight. Winter was never a good time for your family as the cold took animals and people alike, but you always lived to see another dawn, though your brothers and sisters might not be so fortunate. qstr_You_were_a_child_of_|You were a child of the steppe, born to a tribe of wandering nomads who lived in great camps throughout the arid grasslands. Like the other tribesmen, your family revered horses above almost everything else, and they taught you how to ride almost before you learned how to walk. qstr_As_the_{reg3?daughte|As the {reg3?daughter son} of a thief, you had very little 'formal' education. Instead you were out on the street, begging until you learned how to cut purses, cutting purses until you learned how to pick locks, all the way through your childhood. Still, these long years made you streetwise and sharp to the secrets of cities and shadowy backways. qstr_As_a_{reg3?girl boy}|As a {reg3?girl boy} growing out of childhood, you were sent to live in the court of one of the nobles of the land. There, your first lessons were in humility, as you waited upon the lords and ladies of the household. But from their chess games, their gossip, even the poetry of great deeds and courtly love, you quickly began to learn about the adult world of conflict and competition. You also learned from the rough games of the other children, who battered at each other with sticks in imitation of their elders' swords. qstr_As_a_{reg3?girl boy}_|As a {reg3?girl boy} growing out of childhood, you apprenticed with a local craftsman to learn a trade. After years of hard work and study under your new master, he promoted you to journeyman and employed you as a fully paid craftsman for as long as you wished to stay. qstr_As_a_{reg3?girl boy}_g|As a {reg3?girl boy} growing out of childhood, you apprenticed to a wealthy merchant, picking up the trade over years of working shops and driving caravans. You soon became adept at the art of buying low, selling high, and leaving the customer thinking they'd got the better deal. qstr_As_a_{reg3?girl boy}_gr|As a {reg3?girl boy} growing out of childhood, you took to the streets, doing whatever you must to survive. Begging, thieving and working for gangs to earn your bread, you lived from day to day in this violent world, always one step ahead of the law and those who wished you ill. qstr_As_a_{reg3?girl boy}_gro|As a {reg3?girl boy} growing out of childhood, you rode the great steppes on a horse of your own, learning the ways of the grass and the desert. Although you sometimes went hungry, you became a skillful hunter and pathfinder in this trackless country. Your body too started to harden with muscle as you grew into the life of a nomad {reg3?woman man}. qstr_{reg3?daughter man}|{reg3?daughter man} qstr_Though_the_distincti|Though the distinction felt sudden to you, somewhere along the way you had become a {reg3?woman man}, and the whole world seemed to change around you. When you were named squire to a noble at court, you practiced long hours with weapons, learning how to deal out hard knocks and how to take them, too. You were instructed in your obligations to your lord, and of your duties to those who might one day be your vassals. But in addition to learning the chivalric ideal, you also learned about the less uplifting side -- old warriors' stories of ruthless power politics, of betrayals and usurpations, of men who used guile as well as valor to achieve their aims. qstr_{reg3?woman man}|{reg3?woman man} qstr_Though_the_distinctio|Though the distinction felt sudden to you, somewhere along the way you had become a {s13}, and the whole world seemed to change around you. You joined the tightly-knit circle of women at court, ladies who all did proper ladylike things, the wives and mistresses of noble men as well as maidens who had yet to find a husband. However, even here you found politics at work as the ladies schemed for prominence and fought each other bitterly to catch the eye of whatever unmarried man was in fashion at court. You soon learned ways of turning these situations and goings-on to your advantage. With it came the realisation that you yourself could wield great influence in the world, if only you applied yourself with a little bit of subtlety. qstr_Though_the_distinction|Though the distinction felt sudden to you, somewhere along the way you had become a {s13}, and the whole world seemed to change around you. You set out on your own with nothing except the instrument slung over your back and your own voice. It was a poor existence, with many a hungry night when people failed to appreciate your play, but you managed to survive on your music alone. As the years went by you became adept at playing the drunken crowds in your taverns, and even better at talking anyone out of anything you wanted. qstr_Though_the_distinction_|Though the distinction felt sudden to you, somewhere along the way you had become a {reg3?woman man}, and the whole world seemed to change around you. You found yourself as a student in the university of one of the great cities, where you studied theology, philosophy, and medicine. But not all your lessons were learned in the lecture halls. You may or may not have joined in with your fellows as they roamed the alleys in search of wine, women, and a good fight. However, you certainly were able to observe how a broken jaw is set, or how an angry townsman can be persuaded to set down his club and accept cash compensation for the destruction of his shop. qstr_Though_the_distinction_f|Though the distinction felt sudden to you, somewhere along the way you had become a {s13}, and the whole world seemed to change around you. Heeding the call of the open road, you travelled from village to village buying and selling what you could. It was not a rich existence, but you became a master at haggling even the most miserly elders into giving you a good price. Soon, you knew, you would be well-placed to start your own trading empire... qstr_Though_the_distinction_fe|Though the distinction felt sudden to you, somewhere along the way you had become a {s13}, and the whole world seemed to change around you. You pursued a career as a smith, crafting items of function and beauty out of simple metal. As time wore on you became a master of your trade, and fine work started to fetch fine prices. With food in your belly and logs on your fire, you could take pride in your work and your growing reputation. qstr_Though_the_distinction_fel|Though the distinction felt sudden to you, somewhere along the way you had become a {s13}, and the whole world seemed to change around you. Dissatisfied with common men's desperate scrabble for coin, you took to your local lord's own forests and decided to help yourself to its bounty, laws be damned. You hunted stags, boars and geese and sold the precious meat under the table. You cut down trees right under the watchmen's noses and turned them into firewood that warmed many freezing homes during winter. All for a few silvers, of course. qstr_Only_you_know_exactl|Only you know exactly what caused you to give up your old life and become an adventurer. Still, it was not a difficult choice to leave, with the rage burning brightly in your heart. You want vengeance. You want justice. What was done to you cannot be undone, and these debts can only be paid in blood... qstr_Only_you_know_exactly|Only you know exactly what caused you to give up your old life and become an adventurer. All you can say is that you couldn't bear to stay, not with the memories of those you loved so close and so painful. Perhaps your new life will let you forget, or honour the name that you can no longer bear to speak... qstr_Only_you_know_exactly_|Only you know exactly what caused you to give up your old life and become an adventurer. You're not even sure when your home became a prison, when the familiar became mundane, but your dreams of wandering have taken over your life. Whether you yearn for some faraway place or merely for the open road and the freedom to travel, you could no longer bear to stay in the same place. You simply went and never looked back... qstr_Only_you_know_exactly_w|Only you know exactly what caused you to give up your old life and become an adventurer. However, you know you cannot go back. There's nothing to go back to. Whatever home you may have had is gone now, and you must face the fact that you're out in the wide wide world. Alone to sink or swim... qstr_Only_you_know_exactly_wh|Only you know exactly what caused you to give up your old life and become an adventurer. To everyone else, it's clear that you're now motivated solely by personal gain. You want to be rich, powerful, respected, feared. You want to be the one whom others hurry to obey. You want people to know your name, and tremble whenever it is spoken. You want everything, and you won't let anyone stop you from having it... qstr_Back_to_the_beginnin|Back to the beginning... qstr_View_next_segment...|View next segment... qstr___| - qstr__| qstr__+| + qstr_^No_food ___{reg7}|^No food -{reg7} qstr_^Wage_debt ___{reg6}|^Wage debt -{reg6} qstr_Current_party_morale|Current party morale is {reg5}.^Current party morale modifiers are ^^Base morale +50^Party size {s2}{reg1}^Leadership {s3}{reg2}^Food variety {s4}{reg3}{s5}{s6}^Recent events {s7}{reg4}^TOTAL {reg5} qstr_Defending|Defending qstr_Gathering_army|Gathering army qstr_Besieging_{s11}|Besieging {s11} qstr_Raiding_{s11}|Raiding {s11} qstr_Attacking_enemies_ar|Attacking enemies around {s11} qstr_No_one|No one qstr_{s9}{s10}^Current_st|{s9}{s10}^Current state {s11}^Marshall {s12}^Since the last offensive {reg1} hours^Offensive maximum followers {reg2}^^ qstr_Selected_faction_is |Selected faction is {s10}^^{s9} qstr_You_are_currently_re|You are currently reading {s8}. qstr_You_are_not_reading_|You are not reading any books. qstr_none|none qstr_{s5}_and_{s6}|{s5} and {s6} qstr_{s5}_{s6}|{s5}, {s6} qstr_Renown _{reg2}.^Hono|Renown {reg2}.^Honour rating {reg3}.^Friends {s8}.^Enemies {s6}.^{s9} qstr_Your_estates_are _{s|Your estates are {s8}.^{s9} qstr_You_are_a_lord_of_{s|You are a lord of {s8}.^{s9} qstr_Current_party_size_l|Current party size limit is {reg5}.^Current party size modifiers are ^^Base size +10^Leadership {s2}{reg1}^Charisma {s3}{reg2}^Renown {s4}{reg3}^TOTAL {reg5} qstr_Loyal|Loyal qstr_Devoted|Devoted qstr_Fond|Fond qstr_Gracious|Gracious qstr_Friendly|Friendly qstr_Supportive|Supportive qstr_Favorable|Favorable qstr_Cooperative|Cooperative qstr_Accepting|Accepting qstr_Indifferent|Indifferent qstr_Suspicious|Suspicious qstr_Grumbling|Grumbling qstr_Hostile|Hostile qstr_Resentful|Resentful qstr_Angry|Angry qstr_Hateful|Hateful qstr_Revengeful|Revengeful qstr_Vengeful|Vengeful qstr_{s2}^{s4} _{reg1}__{|{s2}^{s4} {reg1} ({s3}) qstr_Your_relation_with_t|Your relation with the factions are ^{s2} qstr_Player_renown_is_inc|Player renown is increased by 100. qstr_{reg1}_{s1}_{reg2?ac|{reg1} {s1} {reg2?accept accepts} the offer. qstr_No_one_accepts_the_o|No one accepts the offer. qstr_You_start_reading_{s|You start reading {s2}. After a few pages, you feel you could learn a lot from this book. You decide to keep it close by and read whenever you have the time. qstr_You_flip_through_the|You flip through the pages of {s2}, but you find the text confusing and difficult to follow. Try as you might, it soon gives you a headache, and you're forced to give up the attempt. qstr_You_paid_{reg3}_of_y|You paid {reg3} of your {reg4} denars to your men. You have {reg5} denars left. qstr_Your_debt_to_your_me|Your debt to your men amounted to {reg3} denars, however you only had {reg4}. Unpaid sum of {reg5} denars is added as debt. Your party loses morale. qstr_This_week_s_wages _{|This week's wages {reg6} denars^Earlier debts {reg2} denars^Total payment {reg3} denars^Current wealth {reg4} denars^^{s1} qstr_Villagers|Villagers qstr_You_have_encountered|You have encountered {s1}. qstr_You_have_engaged_{s1|You have engaged {s1} while they were raiding {s3}. qstr_You_were_caught_by_{|You were caught by {s1} while your forces were raiding {s3}. qstr_You_were_victorious!|You were victorious! qstr_Battle_was_lost._You|Battle was lost. Your forces were utterly crushed. qstr_Your_companions_carr|Your companions carry you away from the fighting. qstr_You_have_defeated_th|You have defeated the enemy. qstr_You_have_retreated_f|You have retreated from the fight. qstr_^^Ally_Casualties {s|^^Ally Casualties {s0} qstr_{s1}_of_{s3}_managed|{s1} of {s3} managed to escape. qstr_{s17}|{s17} qstr_Enemy_starting_stren|Enemy starting strength {reg7} qstr_Victory_comment._Pla|Victory comment. Player was alone qstr_Ordinary_victory_com|Ordinary victory comment. The player provided at least 40 percent forces. qstr_Player_participation|Player participation comment. The enemy had at least 1k starting strength. qstr_No_victory_comment._|No victory comment. The battle was small, and the player provided less than 40 percent of allied strength qstr_Some_of_your_tendons|Some of your tendons have been damaged in the battle. You lose 1 strength. qstr_You_took_a_nasty_wou|You took a nasty wound which will cause you to limp slightly even after it heals. Your lose 1 agility. qstr_You_have_trouble_thi|You have trouble thinking straight after the battle, perhaps from a particularly hard hit to your head, and frequent headaches now plague your existence. Your intelligence is reduced by 1. qstr_Perhaps_I_m_getting_|Perhaps I'm getting unlucky... qstr_Retirement_is_starti|Retirement is starting to sound better and better. qstr_No_matter!_I_will_pe|No matter! I will persevere! qstr_What_did_I_do_to_des|What did I do to deserve this? qstr_I_suppose_it_ll_make|I suppose it'll make for a good story, at least... qstr_Player_retreats_from|Player retreats from battle qstr_{s9}_wants_you_to_fo|{s9} wants you to follow his army until further notice. qstr_{s8}_of_{s9}|{s8} of {s9} qstr__Your_own_banner_fli| Your own banner flies over the castle gate. qstr__You_see_the_banner_| You see the banner of {s7} over the castle gate. qstr__This_castle_seems_t| This castle seems to belong to no one. qstr__Your_own_banner_flie| Your own banner flies over the town gates. qstr__You_see_the_banner_o| You see the banner of {s7} over the town gates. qstr__The_townsfolk_here_| The townsfolk here have declared their independence. qstr_The_{reg6?town_s cas|The {reg6?town's castle's} food stores should last for {reg3} more days. qstr_The_{reg6?town_s cast|The {reg6?town's castle's} food stores have run out and the defenders are starving. qstr_You_re_preparing_to_|You're preparing to attack the walls, the work should finish in {reg9} hours. qstr_Your_forces_are_buil|Your forces are building a siege tower. They estimate another {reg9} hours to complete the build. qstr_You_are_ready_to_att|You are ready to attack the walls at any time. qstr_The_siege_tower_is_b|The siege tower is built and ready to make an assault. qstr_As_a_last_defensive_|As a last defensive effort, you retreat to the main hall of the keep. You and your remaining soldiers will put up a desperate fight here. If you are defeated, there's no other place to fall back to. qstr_You_ve_been_driven_a|You've been driven away from the walls. Now the attackers are pouring into the streets. IF you can defeat them, you can perhaps turn the tide and save the day. qstr_You_ve_breached_the_|You've breached the town walls, but the stubborn defenders continue to resist you in the streets! You'll have to deal with them before you can attack the keep at the heart of the town. qstr_The_town_centre_is_y|The town centre is yours, but the remaining defenders have retreated to the castle. It must fall before you can complete your victory. qstr_The_remaining_defend|The remaining defenders have retreated to the castle as a last defense. You must go in and crush any remaining resistance. qstr_However_since_you_ar|However, since you are not a sworn {man/follower} of {s9}, there is no chance he would recognize you as the {lord/lady} of this {reg8?town castle}. qstr_The_enemy_has_been_f|The enemy has been forced to retreat. The assault is over, but the siege continues. qstr__This_village_and_th| This village and the surrounding lands belong to you. qstr__You_remember_that_t| You remember that this village and the surrounding lands belong to {s7}. qstr__These_lands_belong_| These lands belong to no one. qstr__{s3}__{reg9}_.| {s3} ({reg9}). qstr__The_village_is_infe| The village is infested by {reg8} {s35}. qstr__The_village_has_bee| The village has been looted. A handful of souls scatter as you pass through the burnt out houses. qstr__The_village_is_bein| The village is being raided. qstr_No_one_here_seems_to|No one here seems to be willing to join your party. qstr_One_{s3}_volunteers_|One {s3} volunteers to follow you. qstr_{reg5}_{s3}_voluntee|{reg5} {s3} volunteer to follow you. qstr_Try_as_you_might_you|Try as you might, you could not defeat the bandits. Infuriated, they raze the village to the ground to punish the peasants, and then leave the burning wasteland behind to find greener pastures to plunder. qstr_village|village qstr_town|town qstr_castle|castle qstr_{s0}|{s0} qstr_{s18}_{s0}|{s18}, {s0} qstr_The_{s17}_has_no_imp|The {s17} has no improvements. qstr_The_{s17}_has_the_fo|The {s17} has the following improvements {s18}. qstr_The_assasins_beat_yo|The assasins beat you down and leave you for dead. . qstr_You_have_fallen._The|You have fallen. The bandits quickly search your body for every coin they can find, then vanish into the night. They have left you alive, if only barely. qstr_Luckily_some_of_your|Luckily some of your companions come to search for you when you do not return, and find you lying by the side of the road. They hurry you to safety and dress your wounds. qstr_Luckily_some_passing|Luckily some passing townspeople find you lying by the side of the road, and recognise you as something other than a simple beggar. They carry you to the nearest inn and dress your wounds. qstr_You_fail_to_steal_an|You fail to steal any cattle. qstr_You_drive_away_{reg1|You drive away {reg17} {reg12?heads head} of cattle from the village's herd. qstr_You_are_at_{s2}.|You are at {s2}. qstr__You_have_successful| You have successfully sneaked in. qstr_{s13}_A_tournament_w|{s13} A tournament will be held here soon. qstr___{reg1}_denars_per_| ({reg1} denars per night) qstr_Moreover_you_earn_{r|Moreover, you earn {reg8} denars from the clever bets you placed on yourself... qstr_Victory_is_yours!_Yo|Victory is yours! You have won this melee, but now you must prepare yourself for the next round. qstr_You_have_been_bested|You have been bested in this melee, but the master of ceremonies declares a recognition of your skill and bravery, allowing you to take part in the next round. qstr_{s11}^{s12}|{s11}^{s12} qstr_You_were_beaten._The|You were beaten. The peasants are heartened by their success, but the lesson you wanted to teach them probably didn't get through... qstr_After_beating_your_l|After beating your last opponent, you explain to the peasants how to better defend themselves against such an attack. Hopefully they'll take the experience on board and will be prepared next time. qstr_The_bandits_are_brok|The bandits are broken! Those few who remain alive and conscious run off with their tails between their legs, terrified of the peasants and their new champion. qstr_{s1}_s_Ship|{s1}'s Ship qstr_^{s3}_=_{reg1}{s1}|^{s3} = {reg1}{s1} qstr_^{s3}_=_{reg1}{s2}|^{s3} = {reg1}{s2} qstr_However_{reg3?You_ar|However, {reg3?You are {s1} is} unable to find any trade goods that would bring a profit. qstr_^Buying_{s4}_here_an|^Buying {s4} here and selling it at {s5} would bring a profit of {reg6} denars per item.{s3} qstr_{reg3?You_find {s1}_|{reg3?You find {s1} finds} out the following ^{s3} qstr_{s2}^{reg1}_{s1}_ear|{s2}^{reg1} {s1} earned {reg0} experience. qstr_{s2}^{s1}_earned_an_|{s2}^{s1} earned an additional {reg0} experience. qstr_^You_earned_{reg0}_e|^You earned {reg0} experience.{s2} qstr_The_training_didn_t_|The training didn't go well at all. qstr_The_training_didn_t_g|The training didn't go very well. qstr_The_training_went_qu|The training went quite well. qstr_The_training_went_ve|The training went very well. qstr_The_training_went_pe|The training went perfectly. qstr_{s13}_asked_you_to_r|{s13} asked you to report to him with at least {reg13} troops. qstr_{s13}_ordered_you_to|{s13} ordered you to join the assault against {s14}. qstr_Find_and_speak_with_|Find and speak with {s3} of {s4} to give him your oath of homage. qstr_you|you qstr_Breaking_camp...|Breaking camp... qstr_Current_wealth _{reg|Current wealth {reg1} qstr_Your_party_is_spotte|Your party is spotted by {s1}. qstr_Party_has_nothing_to|Party has nothing to eat! qstr_{reg1}_{s1}_{reg2?ha|{reg1} {s1} {reg2?have has} escaped from your party during the night. qstr_{s1}_of_{s3}_has_bee|{s1} of {s3} has been released from captivity. qstr_Building_of_{s0}_in_|Building of {s0} in {s4} has been completed. qstr_{s1}_has_won_the_tou|{s1} has won the tournament at {s2}. qstr_{s1}_is_infested_by_b|{s1} is infested by bandits (at night). qstr_{s1}_is_no_longer_in|{s1} is no longer infested by bandits (at night). qstr_{s1}_is_holding_a_to|{s1} is holding a tournament. qstr_You_pay_for_accommod|You pay for accommodation. qstr__Your_tactics_skill_| Your tactics skill has increased by 1. qstr__Your_persuasion_ski| Your persuasion skill has increased by 1. qstr__Your_leadership_ski| Your leadership skill has increased by 1. qstr__Your_intelligence_h| Your intelligence has increased by 1. qstr__Your_trade_skill_ha| Your trade skill has increased by 1. qstr__Your_weapon_master_| Your weapon master skill has increased by 1. qstr__Your_engineer_skill| Your engineer skill has increased by 1. qstr_You_have_finished_re|You have finished reading {s1}.{s2} qstr_Book_Read|Book Read qstr_You_must_follow_{s1}|You must follow {s1}! qstr_You_must_follow_{s1}!|You must follow {s1}! This is your last warning! qstr_{s1}_is_scouted.|{s1} is scouted. qstr_{s1}_has_switched_fr|{s1} has switched from {s2} to {s3}. qstr_{reg65?my_Lady my_Lo|{reg65?my Lady my Lord} qstr_{reg65?My_Lady My_Lo|{reg65?My Lady My Lord} qstr_{reg65?madame sir}|{reg65?madame sir} qstr_{reg65?Madame Sir}|{reg65?Madame Sir} qstr_It_s_your_money_or_y|It's your money or your life, {mate/girlie}. No sudden moves or we'll run you through. qstr_Lucky_for_you_you_ca|Lucky for you, you caught me in a good mood. Give us all your coin and I might just let you live. qstr_This_a_robbery_eh?_I|This a robbery, eh? I givin' you one chance to hand over everythin' you got, or me and my mates'll kill you. Understand? qstr_we_have_made_very_li|we have made very little progress so far qstr_we_have_suceeded_in_|we have suceeded in gaining some ground, but we still have a long way to go qstr_we_have_become_a_sig|we have become a significant force, and we have an even chance of victory qstr_we_are_winning_the_w|we are winning the war, but our enemies are still holding on. qstr_we_are_on_the_verge_|we are on the verge of victory. The remaining enemies pose no threat, but we still need to hunt them down. qstr__no_fiefs_|(no fiefs) qstr__fiefs _{s0}_|(fiefs {s0}) qstr_{playername}_when_we|{playername}, when we started our long walk, few people had the courage to support me. And fewer still would be willing to put their lives at risk for my cause. But you didn't hesitate for a moment in throwing yourself at my enemies. We have gone through a lot together, and there were times I came close to losing all hope. But with God's help, we prevailed. It is now time for me to leave your company and take what's rightfully mine. From now on, I will carry out the great responsibility of ruling {s3}. There still lie many challanges ahead and I count on your help in overcoming those. And of course, you will always remain as my foremost vassal. qstr_{s6}_has_joined_your_|{s6} has joined your party. qstr_I_am_{s4}_the_ruler_|I am {s4}, the ruler of {s6} qstr_I_am_{s4}_a_vassal_o|I am {s4}, a vassal of {s6} qstr_{s9}{reg5?_and_the_l|{s9}{reg5? and the lord of {s8}. . qstr_Your_mission_is_comp|Your mission is complete, {s9} wants you to resume following his army until further notice. qstr_{s13}_asked_you_to_g|{s13} asked you to gather {reg3} heads of cattle and deliver them back to him. qstr_{s9}_asked_you_to_sc|{s9} asked you to scout {s13}, {s14} and {s15}, then report back. qstr_{s16}_and_{s17}|{s16} and {s17} qstr_{s16}_{s17}|{s16}, {s17} qstr_Very_well_I_will_acc|Very well, I will accept you back into my ranks, if you're ready to swear your solemn oath once more. qstr_A_pardon_will_only_b|A pardon will only be possible if you are willing to cede {s17} to me. Do you agree my terms? qstr_No._There_is_no_chan|No. There is no chance of peace between us, I am not interested. qstr_We_are_not_at_war_wi|We are not at war with anyone. qstr_We_are_at_war_with_{|We are at war with {s12}. qstr_Prior_argument_effec|Prior argument effect {reg6}, rebellion chance {reg7} qstr_Rebellion_chance__30|Rebellion chance -30 from rival = {reg7} qstr_Consistency_check _{|Consistency check {reg10}/{reg11} qstr_Current_argument_eff|Current argument effect {reg6}, rebellion chance {reg7} qstr_Persuasion_effect _{|Persuasion effect {reg6}, rebellion chance {reg7} qstr_Personal_relation_ef|Personal relation effect {reg6}, rebellion chance {reg7} qstr_Rebellion_check _{re|Rebellion check {reg6} qstr_You_promised_to_help|You promised to help {s13} claim the throne of {s14}. qstr_{s9}_asked_you_to_ta|{s9} asked you to take a message to {s13}. {s13} was believed to be at {s4} when you were given this quest. qstr_{s9}_asked_you_to_tak|{s9} asked you to take a message to {s13} of {s15}. {s13} was believed to be at {s4} when you were given this quest. qstr_{s11}_asked_you_to_e|{s11} asked you to escort his {s17} {s13} to {s14}. qstr_{s13}_asked_you_to_d|{s13} asked you to deal with the bandits who are occupying the village of {s15} and then report back to him. qstr_{s9}_asked_you_to_ra|{s9} asked you to raise {reg1} {s14} and bring them to him. qstr_{s9}_asked_you_to_co|{s9} asked you to collect taxes from {s3}. He offered to leave you one-fifth of all the money you collect there. qstr_{s9}_asked_you_to_hu|{s9} asked you to hunt down a fugitive named {s4}. He is currently believed to be at {s3}. qstr_{s9}_asked_you_to_as|{s9} asked you to assassinate a local merchant at {s3}. qstr_{s9}_has_asked_you_t|{s9} has asked you to meet with a spy in {s13}. qstr_{s9}_asked_you_to_ca|{s9} asked you to capture and loot {reg13} caravans so as to provoke a war with {s13}. qstr_{s9}_asked_you_to_cat|{s9} asked you to catch the three groups of runaway serfs and bring them back to {s4}, alive and breathing. He said that all three groups are heading towards {s3}. qstr_{s11}_asked_you_to_f|{s11} asked you to follow the spy that will leave {s12}. Be careful not to let the spy see you on the way, or he may get suspicious and turn back. Once the spy meets with his accomplice, you are to capture them and bring them back to {s11}. qstr_{s11}_asked_you_to_c|{s11} asked you to capture a lord from {s13}, any lord, and then drag your victim back to {s11} for safekeeping. qstr_{s9}_asked_you_to_le|{s9} asked you to lend your companion {s3} to him for a week. qstr_{s9}_asked_you_to_col|{s9} asked you to collect the debt of {reg4} denars {s3} owes to him. {s3} was at {s4} when you were given this quest. qstr_{s11}_gave_you_a_fak|{s11} gave you a fake letter to fool {s13} into banishing his vassal {s16}. You are to go near {s14}, give the letter to one of your {s15} and send him into the town as a messenger, believing his orders to be genuine. qstr_{s9}_has_requested_y|{s9} has requested you to bring him {reg1} {s3} as prisoners. qstr_Lend_your_experience|Lend your experienced surgeon {s3} to {s1}. qstr_Then_take_it_with_my|Then take it, with my eternal thanks. You are a noble {man/woman}. I will never forget that you helped me in my time of need. qstr_Forgive_me_{playerna|Forgive me, {playername}, but I must insist you accept it. The money means little to me, and I owe you so much. Here, take it, and let us speak no more of this. qstr_{playername}_what_a_|{playername}, what a dear {man/woman} you are, but I will not allow you to refuse this. I owe you far more than I can say, and I am sure you can put this money to far better use than I. qstr_{s11}_asked_you_to_r|{s11} asked you to rescue her {s17}, {s13}, from {s14} by switching clothes and taking his place in prison. qstr_{s11}_asked_you_to_d|{s11} asked you to deliver a message to {s13}, who is imprisoned at {s14}. qstr_You_agreed_to_challe|You agreed to challenge {s13} to defend {s11}'s honour. qstr_{s5}__Persuasion_str|{s5} (Persuasion strength {reg5}) qstr_Persuasion_Attempt|Persuasion Attempt qstr_A_villager_from_{s7}|A villager from {s7} begged you to save their village from the bandits that took refuge there. qstr_You_chose_well_{sir/|You chose well, {sir/madam}. My lads know how to keep their word and earn their pay. qstr_Well_done_{sir/madam|Well done, {sir/madam}. Keep the money and wine coming our way, and there's no foe in Calradia you need fear. qstr_We_are_at_your_servi|We are at your service, {sir/madam}. Point us in the direction of those who need hurting, and we'll do the rest. qstr_You_will_not_be_diss|You will not be dissapointed {sir/madam}. You will not find better warriors in all Calradia. qstr_The_Guildmaster_of_{|The Guildmaster of {s13} has asked you to deal with looters in the surrounding countryside. qstr_{s9}_of_{s3}_asked_y|{s9} of {s3} asked you to deliver {reg5} units of {s6} to the tavern in {s4} in 7 days. qstr_Escort_the_merchant_|Escort the merchant caravan to the town of {s8}. qstr_Merchant_{s9}_of_{s4|Merchant {s9} of {s4} asked you to hunt down the troublesome bandits in the vicinity of the town. qstr_Guildmaster_of_{s4}_|Guildmaster of {s4} gave you {reg12} denars to pay the ransom of a girl kidnapped by bandits. You are to meet the bandits near {s3} and pay them the ransom fee. After that you are to bring the girl back to {s4}. qstr_Guildmaster_of_{s4}_p|Guildmaster of {s4} promised you {reg12} denars if you can make sure that {s12} and {s13} no longer pose a threat to a peace settlement between {s15} and {s14}. In order to do that, you must either convince them or make sure they fall captive and remain so until a peace agreement is made. qstr_The_Guildmaster_of_{s|The Guildmaster of {s14} has asked you to deal with a group of bandits terrorising the streets of {s14}. They only come out at night, and only attack lone travellers on the streets. qstr_Guildmaster_of_{s10}|Guildmaster of {s10} asked you to move a cattle herd to {s13}. You will earn {reg8} denars in return. qstr_He_is_not_commanding|He is not commanding any men at the moment. qstr_He_currently_command|He currently commands {reg0} men{reg1?, of which around {reg1} are wounded }. qstr_The_elder_of_the_vil|The elder of the village of {s3} asked you to bring them {reg5} packs of wheat. qstr_The_elder_of_the_vill|The elder of the village of {s13} asked you to train {reg5} peasants to fight against local bandits. qstr_The_elder_of_the_villa|The elder of the village of {s3} asked you to bring them {reg5} heads of cattle. qstr_{s16}_and_{s15}|{s16} and {s15} qstr_{s16}_{s15}|{s16}, {s15} qstr_I_can_smell_a_fat_pu|I can smell a fat purse a mile away. Methinks yours could do with some lightening, eh? qstr_Why_it_be_another_tr|Why, it be another traveller, chance met upon the road! I should warn you, country here's a mite dangerous for a good {fellow/woman} like you. But for a small donation my boys and I'll make sure you get rightways to your destination, eh? qstr_Well_well_look_at_th|Well well, look at this! You'd best start coughing up some silver, friend, or me and my boys'll have to break you. qstr_There_s_a_toll_for_p|There's a toll for passin' through this land, payable to us, so if you don't mind we'll just be collectin' our due from your purse... qstr_Another_fool_come_to|Another fool come to throw {him/her}self on my weapon, eh? Fine, let's fight! qstr_We_re_not_afraid_of_|We're not afraid of you, {sirrah/wench}. Time to bust some heads! qstr_That_was_a_mistake._|That was a mistake. Now I'm going to have to make your death long and painful. qstr_Brave_words._Let_s_s|Brave words. Let's see you back them up with deeds, cur! qstr_A_{s5}?_Well..._Yes_|A {s5}? Well... Yes, I suppose it is. What a strange thing to ask. qstr_Eh?_No_it_most_certa|Eh? No, it most certainly is not a {s5}. I'd start questioning my eyesight if I were you. qstr_This_is_the_{reg4?to|This is the {reg4?town village} of {s5}, {sir/madam}. qstr_{s6}_Our_{reg4?town |{s6} Our {reg4?town village} and the surrounding lands belong to you of course, my {lord/lady}. qstr_{s6}_Our_{reg4?town v|{s6} Our {reg4?town village} and the surrounding lands belong to {s7} of {s8}. qstr_{s3}_and_{s5}|{s3} and {s5} qstr_{s3}_{s5}|{s3}, {s5} qstr_{reg20?We_mostly_pro|{reg20?We mostly produce {s5} here We don't produce much here these days}. If you would like to learn more, you can speak with our {reg4?guildmaster village elder}. He is nearby, right over there.
https://w.atwiki.jp/thesimssocial/pages/181.html
Guitar String リクエスト AskFriend/NewsFeed(不明) 入手方法 MusicSkill Neukum Red MusicSkill PluckMelster Ltd Edition
https://w.atwiki.jp/ce00582/pages/3674.html
import java.awt.*; import java.awt.event.*; import java.awt.image.*; class game0521 extends Frame{ PixelGrabber pg; Color col; Image img; int w=500; int h=500; int red,green,blue; int pix[]=new int[w*h]; int memor[][]=new int[h][w]; int memog[][]=new int[h][w]; int memob[][]=new int[h][w]; int mr[][]=new int[h][w]; int mg[][]=new int[h][w]; int mb[][]=new int[h][w]; int rgb[][]=new int[h][w]; int j; int mx,nx,m,n; int m1,n1,m2,n2; int ex,ey; int mode; double b1,b2,c1,c2; String s1,s2,s3,s4; game0521(){ s1="fuku.jpg"; catchimg(s1); for (mx=0;mx h;mx++){ for (nx=0;nx w;nx++){ j=0; if(memor[mx][nx] 50)j=j+1; if(memog[mx][nx] 50)j=j+1; if(memob[mx][nx] 50)j=j+1; if(j==3)rgb[mx][nx]=100; } } s2="ron.jpg"; catchimg(s2); for (mx=0;mx h;mx++){ for (nx=0;nx w;nx++){ if(rgb[mx][nx] 50)memor[mx][nx]=250; if(rgb[mx][nx] 50)memog[mx][nx]=250; if(rgb[mx][nx] 50)memob[mx][nx]=250; } } for (mx=0;mx 500;mx++){ for (nx=0;nx 500;nx++){ b1=(double)47/300; b2=78-b1*100; c1=(double)136/300; c2=78-c1*100; n=(int)(b1*nx+b2); m=(int)(c1*mx+c2); if(n 0)n=0; if(n 499)n=499; if(m 0)m=0; if(m 499)m=499; mr[mx][nx]=memor[m][n]; mg[mx][nx]=memog[m][n]; mb[mx][nx]=memob[m][n]; } } } public static void main(String[] args) { game0521 f = new game0521(); f.setSize(700,700); f.setBackground(Color.blue) ; f.setVisible(true); f.addWindowListener(new WindowAdapter(){public void windowClosing(WindowEvent e){System.exit(0);}}); } public void paint( Graphics g ) { g.setColor(Color.blue); g.fillRect(0,0,700,700); mx=1; nx=1; for (mx=0;mx h;mx++){ for (nx=0;nx w;nx++){ g.setColor(new Color(memor[mx][nx],memog[mx][nx],memob[mx][nx])); g.fillRect(nx,mx,1,1); } } } void catchimg(String s){ img = createImage(w,h); img = Toolkit.getDefaultToolkit().getImage(s); pg = new PixelGrabber(img,0,0,w,h,pix,0,w); try{pg.grabPixels();}catch(InterruptedException ie){} m=0; n=0; for(int i=0;i w*h;i++){ int p = pix[i]; col=new Color(pix[i]); red=col.getRed(); green=col.getGreen(); blue=col.getBlue(); memor[m][n]=red; memog[m][n]=green; memob[m][n]=blue; n=n+1; if (n==w)m=m+1; if (n==w)n=0; } } }
https://w.atwiki.jp/tonesphere/pages/39.html
ninth(Chronometric Reproduction) EASY NORMAL HARD EXPERT LEVEL - 3 8.5 11 Notes - 209 384 577 Combo - 308 490 801 Composer Sta(bit192) AlbumArt Sta 原典 foonmix2 難易度推移 ver.1.0 ver.1.1.3 rev5 ver.1.2.6 NORMAL 2.5 3 HARD 7 7.5 8.5 EXPERT 10 11 曲について 2005年に公開されたSta氏企画によるStepmania用パッケージ"foonmix2"より収録。 リミックス元の原曲は同氏のBMSとしてのリリース(Sta氏のサイトから入手可)。また同パッケージ上ではbit192名義であり、他にkioku [unconnected]も収録されている。再録に当たりこの二曲は再編集・リマスタリングがなされている。 ver1.1.3 rev5にて、EXPERT譜面のジャケットが変更された。 アーティストについて Noiseproofを参照。 攻略・解説 各譜面の攻略に関する情報はこちらへお願いします。 [Hard][Expart]共にめちゃくちゃ個人差が出ると思う。ってかぶっちゃけ詐称。あのグルグルするところでダメになる人は、まずはどう押してるか冷静に見つめなおそう。 -- 名無しさん (2015-10-17 21 10 15) 歯車地帯はHardの方がキツイわ… -- 名無しさん (2016-07-11 02 14 25) [Hard][Expert]共に若干の逆詐称ですね。それぞれ-0.5くらい。Expertは癖が付く前にオートプレイでリズムを暗記しましょう。同時押しは両手で取らずに片手を上手く使って。 -- 名無しさん (2017-07-10 22 12 36) 名前 コメント コメント 名前 コメント
https://w.atwiki.jp/bg1wiki/pages/57.html
string.c /*------------------------------------------------------------------------------ * Title string * Project string * Source string.c * Author B.G * Group B.G * Created 12 41 2009/12/07 * Last Modified 12 41 2009/12/07 * ---------------------------------------------------------------------------*/ /* ヘッダファイルのインクルード */ #include stdio.h /* stdio.hのインクルード */ /* main関数 */ int main(void){ /* 配列・ポインタの宣言 */ char str1[6]; /* 5文字の文字列を格納する要素数6(5つの文字 + NULL文字)のchar型配列str1 */ char str2[] = "hoge foo bar"; /* 文字列"hoge foo bar"で初期化された配列str2 */ char *str3 = "abcde"; /* 文字列リテラル"abcde"へのポインタstr3 */ /* str1の各要素に文字をセット */ str1[0] = A ; /* str1の0番目の文字を A とする */ str1[1] = B ; /* str1の1番目の文字を B とする */ str1[2] = C ; /* str1の2番目の文字を C とする */ str1[3] = D ; /* str1の3番目の文字を D とする */ str1[4] = E ; /* str1の4番目の文字を E とする */ str1[5] = \0 ; /* str1の5番目の文字を \0 (NULL文字)とする */ /* 各文字列の出力 */ printf("char str1[6] = %s\n", str1); /* printfでstr1(要素数の決まっているchar型配列に1文字ずつセットする)を文字列として出力 */ printf("char str2[] = %s\n", str2); /* printfでstr2(配列の文字列を初期化する)を文字列として出力 */ printf("char *str3 = %s\n", str3); /* printfでstr3(文字列リテラルの文字列を初期化する)を文字列として出力 */ /* プログラムの終了 */ return 0; }
https://w.atwiki.jp/jpops/pages/12151.html
DOGGSTAR a.k.a METROをお気に入りに追加 DOGGSTAR a.k.a METROのリンク #bf Amazon.co.jp ウィジェット DOGGSTAR a.k.a METROの報道 gnewプラグインエラー「DOGGSTAR a.k.a METRO」は見つからないか、接続エラーです。 DOGGSTAR a.k.a METROとは DOGGSTAR a.k.a METROの55%は気の迷いで出来ています。DOGGSTAR a.k.a METROの33%は汗と涙(化合物)で出来ています。DOGGSTAR a.k.a METROの7%は玉露で出来ています。DOGGSTAR a.k.a METROの2%は根性で出来ています。DOGGSTAR a.k.a METROの2%は理論で出来ています。DOGGSTAR a.k.a METROの1%は呪詛で出来ています。 DOGGSTAR a.k.a METRO@ウィキペディア DOGGSTAR a.k.a METRO Amazon.co.jp ウィジェット 掲示板 名前(HN) カキコミ すべてのコメントを見る ページ先頭へ DOGGSTAR a.k.a METRO このページについて このページはDOGGSTAR a.k.a METROのインターネット上の情報を集めたリンク集のようなものです。ブックマークしておけば、日々更新されるDOGGSTAR a.k.a METROに関連する最新情報にアクセスすることができます。 情報収集はプログラムで行っているため、名前が同じであるが異なるカテゴリーの情報が掲載される場合があります。ご了承ください。 リンク先の内容を保証するものではありません。ご自身の責任でクリックしてください。
https://w.atwiki.jp/catnap222/pages/456.html
Super Metroid Pantheon 関連リンク metroid2002.com forum http //forum.metroid2002.com/index.php/topic,7696.0.html download ips patch http //forum.metroid2002.com/index.php?action=dlattach;topic=7696.0;attach=6282 (headered) http //forum.metroid2002.com/index.php?action=dlattach;topic=7696.0;attach=6283 (unheadered) 攻略動画 Pantheon by izumin 評価 アンケート 総合評価を投票してください。 選択肢 投票 ★★★★★ (0) ★★★★☆ (0) ★★★☆☆ (1) ★★☆☆☆ (0) ★☆☆☆☆ (0) ☆☆☆☆☆ (0) 感想・レビュー等 部屋が広く、探索が楽しい。個人的にオススメ。 -- 匿名 (2008-10-18 23 53 05) 自由度が高く、探索してるって感じがする -- 通りすがりの名無し (2008-10-28 12 47 26) やたらと広いが、きっちりメモ等とれば大丈夫。一部アイテムは高難易度の技を駆使しないと入手できない。 -- 名無しさん (2008-11-16 06 50 14) キーアイテムが高難易度の技を要求。 -- 名無し (2011-08-21 16 08 56) 普通にプレイするぶんにはキッククライムができる前提でやりごたえのある難易度、100%プレイするなら丸まりブースト、クイックブースト必須 -- 名無しさん (2013-03-17 16 22 11) かなりよく出来ている。クレテリアに脱出不能な地形があるのでご注意 -- 生存者 (2013-08-15 10 37 06) 名前 コメント
https://w.atwiki.jp/ce00582/pages/3721.html
import java.awt.*; import java.awt.event.*; import java.awt.image.*; class game0613 extends Frame{ PixelGrabber pg; Color col; Image img; int w=500; int h=500; int red,green,blue; int pix[]=new int[w*h]; int memor[][]=new int[h][w]; int memog[][]=new int[h][w]; int memob[][]=new int[h][w]; int girlr[][]=new int[h][w]; int girlg[][]=new int[h][w]; int girlb[][]=new int[h][w]; int mr[][]=new int[h][w]; int mg[][]=new int[h][w]; int mb[][]=new int[h][w]; int rgb[][]=new int[h][w]; int j; int mx,nx,m,n; int m1,n1,m2,n2; int ex,ey; int mode; double b1,b2,c1,c2; String s1,s2,s3,s4; game0613(){ s1="shinoda.jpg"; catchimg(s1); for (mx=0;mx h;mx++){ for (nx=0;nx w;nx++){ girlr[mx][nx]=memor[mx][nx]; girlg[mx][nx]=memog[mx][nx]; girlb[mx][nx]=memob[mx][nx]; } } s2="5099.png"; catchimg(s2); for (mx=0;mx h;mx++){ for (nx=0;nx w;nx++){ j=0; if(memor[mx][nx] 50)j=j+1; if(memog[mx][nx] 50)j=j+1; if(memob[mx][nx] 50)j=j+1; if(j==3)rgb[mx][nx]=100; } } } public static void main(String[] args) { game0613 f = new game0613(); f.setSize(700,700); f.setBackground(Color.blue) ; f.setVisible(true); f.addWindowListener(new WindowAdapter(){public void windowClosing(WindowEvent e){System.exit(0);}}); } public void paint( Graphics g ) { g.setColor(Color.blue); g.fillRect(0,0,700,700); mx=1; nx=1; for (mx=0;mx h;mx++){ for (nx=0;nx w;nx++){ g.setColor(new Color(girlr[mx][nx],girlg[mx][nx],girlb[mx][nx])); g.fillRect(nx,mx,1,1); } } for (mx=0;mx h;mx++){ for (nx=0;nx w;nx++){ g.setColor(new Color(memor[mx][nx],memog[mx][nx],memob[mx][nx])); if (rgb[mx][nx] 50)g.fillRect(nx,mx,1,1); } } } void catchimg(String s){ img = createImage(w,h); img = Toolkit.getDefaultToolkit().getImage(s); pg = new PixelGrabber(img,0,0,w,h,pix,0,w); try{pg.grabPixels();}catch(InterruptedException ie){} m=0; n=0; for(int i=0;i w*h;i++){ int p = pix[i]; col=new Color(pix[i]); red=col.getRed(); green=col.getGreen(); blue=col.getBlue(); memor[m][n]=red; memog[m][n]=green; memob[m][n]=blue; n=n+1; if (n==w)m=m+1; if (n==w)n=0; } } }
https://w.atwiki.jp/wiki5_hks/pages/41.html
Bayes パラメータ推定値 経験ベイズ (empirical Bayes) 推定値ともいう. See also PosthocParameter
https://w.atwiki.jp/metro2033/pages/22.html
実績 通常実績一覧 シークレット実績一覧 詳細説明Merciful、Invisible man Generous Sherlock 実績(XBOX360)項目数:39総ポイント:1000隠し実績9 【XBOX360実績解除スレまとめ@wiki】 http //www12.atwiki.jp/xbox360score/pages/973.html DLC「Ranger Pack」で9つの実績が追加(まだ本ページには反映されていない) 通常実績一覧 Metro Trader Make 10 deals in weapon shops 武器屋で10回取引をする 20 Wheeler-Dealer Exchange 500 Military Grade 5.45 rounds at Exchange kiosks 500発の5.45mm軍用弾を交換する 25 Nosalis hunter Kill 30 nosalises Nosalisを30体倒す 30 Fire in the hole Kill 20 lurkers Lurkersを20体倒す 25 Heavy Reader Kill a librarian librarianを倒す 20 Ka-Boom! Explode 10 enemies 爆薬で敵を10体倒す 30 Ranger Find all Ranger stashes in Dead City 1 and 2 デッドシティ1及び2内のレンジャーの遺留品を全て見つける 30 Old school Kill 30 enemies with the double-barreled shotgun 二連式のショットガンで30の敵を倒す 30 Exorcist Complete levels "Ghosts" and "Anomaly" without dying "Ghosts"と"Anomaly"を死ぬことなくクリアする 20 Demolitionist Blow up the tunnel and airlock at "Cursed" station "Cursed"駅のトンネルとエアロックを爆破する 30 Air gunner Kill 30 enemies using pneumatic weapons 加圧式武器を使用して30体の敵を倒す 30 Cowboy Kill 30 enemies using revolvers 拳銃で30体の敵を倒す 30 Inquisitor Kill 2 demons demonsを2体倒す 35 Rescue Ranger Save a group of "Reds" from Fascist captivity ファシストに囚われた赤軍兵士を助ける 30 Tank Buster Destroy fascists Panzer ファシストの戦車を破壊する 20 Raider On the level "Depot" silently kill the first guard and break into the Fascist station unnoticed "Depot" で1人目の兵士を始末し、誰にも気づかれずにファシスト側の駅内へ侵入する 20 Ninja Kill 10 enemies with throwing knives 投げナイフで10体敵を倒す 30 Slice Dice Kill 20 enemies with the knife ナイフで敵を20体倒す 30 Fugitive Complete level "Armory" without getting caught "Armory"を捕まることなくクリアする 30 DJ Artyom On the level "Outpost" reach the radio tower and broadcast the commander s message "Outpost"で電波塔に登り指揮官のメッセージを放送する 30 Merciful Complete the level "Black Station" without killing any Fascist Soldiers "Black Station"をファシスト兵を倒すことなくクリアする 30 Pyro Kill 5 enemies with a flamethrower 火炎放射器で5体敵を倒す 20 Pathoanatomist Kill 5 amoebas amoebasを5体倒す 20 Quick Draw On the level "Hunter" kill the nosalises before they break through the ventilation grilles "Hunter"にて換気グリルを突破されることなくnosalises を倒す 30 Soft Touch Disarm 10 wire traps ワイアートラップを10解除する 30 Sniper Make 25 headshots ヘッドショットを25回する 30 Heavy Metal Kill 15 enemies using stationary machine gun 固定機関銃で敵を15体倒す 20 Invisible man Complete "Frontline" level without killing anyone "Frontline"を誰一人殺さずにクリアする 40 Hedge-hopper On the level "Frontline" kill all of the enemy Red Army and Fascist Soldiers "Frontline"で全ての敵(Red Army、Fascist Soldiers)を倒す(赤軍捕虜も含む) 30 Scrooge Save 500 military grade rounds500発の5.45mm軍用弾を保存する 30 シークレット実績一覧 Metro dweller A true metro citizen. You know everyone and have seen everything 本物のメトロ市民、全てを知り全てを見た 20 Explorer There is no place in metro you did not visit 全ての場所(駅)を訪れる 30 Generous Help the poor, a coin for the kid, medicine for the sick. You help everyone you see 病気に苦しむ者、貧困で苦しむ者、子供たち全てに寄付をする 10 Realist A coin for a hungry kid? Get a job 飢えた子供に寄付を?仕事しろ 10 Sherlock Found all gold ammo, hidden throughout the stations 駅構内に隠された金色の弾(5.45mm)全て見つけ出す 20 First blood What doesn t kill you, makes you stronger 傷つくことで強くなる 5 Quick-witted Break the support and activate the chandelier in less than 20 seconds サポートを壊し20秒以内にシャンデリアを動かす 30 Enlightened Find the truth 真実を見つける 20 If it s hostile, you kill it. Become a true ranger 本当のレンジャーになる 20 詳細説明 Merciful、Invisible man 説明文の通り、誰一人殺さずにゴールまで辿り着けば良い 逆に言えば、たとえ全員に気付かれても関係無いので、低難易度では走り抜けた方が楽 Generous Exhibition駅の病気の子供の親と、Riga駅にいる物乞い(1人で可)、道案内の子供、にそれぞれ寄付する 通算。Bourbonが道案内を頼んだ子供に弾を上げた時点で解除 Sherlock 駅構内に隠された金色の弾(5.45mm)全て見つけ出す Exhibition駅 3個 Riga駅 17個 Market駅 15個 Armory駅 5個 の計40個 4駅構内の全ての軍用5.45mm弾を取得した時点で解除。取得した弾は店で取引しても寄付しても構わない。対象の4駅以外の5.45mm弾は取っても取らなくても良い。 ※チャプターセレクトでの解除は不可