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https://w.atwiki.jp/windomxp/pages/98.html
KD-05 Whistler SP-3 ウィンダムXP SP-3 初期機数:3 耐久力:1700 盾:○ 変形:× 通称:SP3 ブーストの長さ:3.9秒 ブースト移動距離:約550m ロックオン可能距離:800m 機体紹介 機体考察 全機体中最高の格闘威力と高い射撃能力を兼ね備える万能機体 UKより更に格闘威力に磨きがかかり、フルコンボ2回でほぼ全ての機体が沈む程 射撃面でもBR、ファンネル、BR連射にブーメランと不足は無い 反面高コストでありながら機動力は平均的であり総耐久力も高くは無い 格闘も威力と判定に優れるものの振りが遅いため正面から仕掛けるには不安が残る ハイリスクハイリターンを地で行く機体だろう 武器解説 メイン(ビームライフル) 平均的なBRであり SP3が万能機と称される大きな理由でもある 銃身が長いためか密着距離では当たらない サブ1(シールドブーメラン) 使用中はガード不可 HITすると抜刀時は前格闘、納刀時はビームライフルが確定なので使いこなせるようにしたい 打ち消されない実弾兵器であるためコムのフルバ潰しには是非 その威力を一番に発揮するのは格闘コンボ時であり 出が速く戻りにも攻撃判定があるためタイミングさえ合わせて投げられれば緊急回避、EXガードを狩ることが出来る ダウン値の蓄積も少ないため積極的に挟もう サブ2(ファンネル) 多段ヒットするレーザーを放つファンネルを4基射出する フリー版に比べてビームの角度が狭くなったため当たりにくくなった カス当たり1本HITだけではよろけなくなった、よろけさせるには2本以上HITさせる必要がある チャージする事で足止めや削りを狙うことも出来る サブ3(ビームライフル連射) その場に静止し、BRを6連射する 弾幕を張りたいときや少し遠目の硬直を取る時に 1発毎にある程度銃口補正がかかり、ビーム自体にも誘導があるため遠距離でのカット能力はフルバを上回る タイマンでの戦い方 射撃で様子見をしつつ格闘コンボを仕掛ける 射撃のみではジリ貧になりがちだが格闘を直撃させることでどんでん返しも可能のハズだ 集団戦での戦い方 いきなり格闘狙いで行きたいところだが相手にとってSP3の格闘は脅威。確実に警戒される 更には最前線に立ち続けるには不安があるため 多少後退気味に立ち回るのも止むを得ないだろう 焦らずにチャンスを待ち、機会があれば確実にモノにしていきたい SP3を相手にするにあたっての注意事項 ともかく格闘が恐ろしい 振りは遅いものの判定が広いため不用意に近づくのは止そう BR以外の射撃には全て隙を伴うため接近さえ許さなければ徐々に押していけるはずだ 武器一覧 名称 消費エネルギー 威力 備孝 武器1 ビームライフル 小 100 武器2 ツーハンドビームソード 無 / 格闘については後述 武器3 シールドブーメラン 小 30*2 往復でヒットする、使用中は盾不可 武器4 オールレンジ攻撃 大 (5*21)*4 40ヒットダウンでフルヒットだと200 武器5 ビームライフル連射 大 300(50*6) 格闘について ヒット数は地上で静止している相手に試行錯誤して観測した最大値であり、立ち回りで幾らでも変動する PUKになって、斬り上げが8ヒットする事があるのを確認。 威力 備孝 N 12*7→20*8→21*6→15*7→12*8→150 ↑ 15*7→12*8→150 Nの4段目以降と同じ ↓ 12*8→150 初段ヒット時にサブ1入力で投げ派生 ← 12*6→12*8→150 左回り格闘 ラスト2段はNのそれと同じ → 12*7→12*8→150 右回り格闘 初段のヒット数が多いがカス当たりもしやすい模様 投げ 236~(2*8~→4*30→100) 最初が落下時間に比例してヒット数が増加、地上で使えば8ヒットネタとしてはStage8で道連れ落下すると100ヒットを超える N格闘 前格闘 横格闘 後格闘 コンボレシピ(→は盾orステップキャンセル、EXゲージは「変動(必要値)」) 威力 EXゲージ 備孝
https://w.atwiki.jp/solyrics/pages/80.html
STEALTH Yo Yo Yo I wanna destroy I m a saint slave in a maze Joy and pain My heart easy to break Got a dark face Art for art s sake Live STEALTH My dayz without a trace I destroy but I was born to create Ball and chain My soul s lost its place Got a dark face Art for art s sake I never can explain my fuckin wayz Somethin changes I think it again but down down and down but back on my feet again Funny tragic comic callin my name again Callin ones They really mean it I got thing Fixed dynamics Wishful panic I mean I meant this ain t a game in strength Sunny black in sonic Callin my name again Chosen ones really need it I got thing I GOT THING I GOT THING WHEN I HAVE NEVER SEEN IT I GOT THING Yeah I GOT THING WHEN I HAVE NEVER SEEN IT Givin back tha same amount given Interaction through bipolar livin Livin in purple Inner circle Why you attracted to lost chaos? Livin I never do this just to please ya Tha world causes me a seizure just for your leisure Preacher That s tha sort of symbolic disappearer Catch a cold blooded fever This trigger-happy scene Nothin in-between I thought you saw a star blink Sympathizers believin in If I could give you anythin I would give you fixed statics is difficult to understand Given strings to pull and play withstand Full of monotonous choices a colorful blend Cut off all distorted sounds Live STEALTH Just once and never again Yea Ye-yea I GOT THING I GOT THING WHEN I HAVE NEVER SEEN IT Yea I GOT THING I GOT THING WHEN I HAVE NEVER SEEN IT I GOT THING I GOT THING WHEN I HAVE NEVER SEEN IT I GOT THING Yea I GOT THING WHEN I HAVE NEVER SEEN IT I GOT THING Yea Yo Somethin changes I think it again but down down and down but back on my feet again Funny tragic comic callin my name again Callin ones They really mean it I got thing Fixed dynamics Wishful panic I mean I meant this ain t a game in strength Sunny black in sonic Callin my name again Chosen ones really need it I got thing Everyone changes I think it again Tha values I would kill for in this modest scene Beautiful sick laughter out on tha beat again Fallin ones They really mean it I got thing Everythin changes I think it again and again Tha values I would live for in this freak scene Similar here after doubtin foe and friend Rollin ones really need it I got thing I GOT THING Yea I GOT THING WHEN I HAVE NEVER SEEN IT Yea I GOT THING I GOT THING WHEN I HAVE NEVER SEEN IT I GOT THING I GOT THING WHEN I HAVE NEVER SEEN IT Yea I GOT THING I GOT THING WHEN I HAVE NEVER SEEN IT I GOT THING I GOT THING WHEN I HAVE NEVER SEEN IT I GOT THING Yea I GOT THING WHEN I HAVE NEVER SEEN IT I GOT THING Yea I GOT THING WHEN I HAVE NEVER SEEN IT I GOT THING ア アラララァ ア アァ Live STEALTH
https://w.atwiki.jp/irongripmarauders/pages/39.html
Iron Grip Marauders Development Changelog Hotfix 21 12.28.2011 * Increased costs to upgrade alliances. v 0.9.13.8 12.20.2011 * New Alliance system! Form an alliance with your friends, build your own flag, and maintain a private communications room with them. Even more benefits and features coming in the near future! For more information, see the Library article HERE. * New Friend Invite system! You receive 2500 gold for each friend that registers, and 2 gems when that friend reaches level 5! Click the green "Invite a Friend" button on your profile page to get started. * Two new PvP medals Serial Killer and Psycho Killer * Units are now divided into "factions", and the AI will use different faction sets depending on the scenario. Expect to encounter new enemies and a few nasty new surprises! * New 5-player Boss attack! * New player name colorization in the chat for developers and MVPs. Developers are now orange and MVPs are blue. * Leaderboard formula tweaks. PvP is weighted less in the overall score, only PvE wins are counted toward the Respect score (instead of just "battles"), and retreats are now properly counted as a loss. * The resource purchase slider window can now be moved around the screen. * TrueRank tweaks AI opponents above level 10 have had their deploy capacities modified slightly, and they will potentially use units that are only 2 levels above their own level. This means, for example, that a 3-shield raid where the AI opponent is potentially 2 levels above the player, the AI will potentially use units that are 4 levels above the player. This also means that a level 15 Boss will potentially use up to level 17 units. * Added a confirmation popup to the Retreat button. * Fixed an issue where removing an enemy from your enemies list was replacing your enemies list with all your friends. * Various other minor tweaks, polish issues and bug fixes. o Elite Smuggler capacity increased to 70 o Modified and diversified boss rewards o Fixed a boss reward that was giving an Ambulance L1 instead of a Bombardier L2 o Obstruction height of the Demoralizer reduced o Osmanov s HP increased 25% o Demoralizer and Black Skull Demoralizer HP reduced 25% across the board o All Bomb Trucks movement distance reduced o All Megaton Trucks movement distance reduced and HP increased 20% o Chance of getting attacked in Smuggling missions increased 2% o Smuggler Trucks build cost increased 10% o Murtas levels 1 and 2 increased deploy capacity by 5 points o Murtas XP requirement to hit level 5 reduced from 270k to 240k o AI opponents above level 9 are more difficult o Energy costs to attack bosses modified o Increased price of Airship Upgrades * New Player Units! o Ironclad Walker L1 L2 o Tri Scout L5 o Propaganda Truck L6 o Elite Smuggler Truck Mk2 * New AI Units! o Osmanov L4 o Baron Rocket Tank L1 - L4 o Baron Terror Walker L1 - L3 o Baron Artillery Walker L1 - L3 o Baron MBT L1 - L4 o Baron Trooper L1 - L4 o Baron Bazooka L1 - L4 o Baron Battle Walker L1 - L4 o Baron Masash L1 - L3 o Baron Barrage Cannon L1 - L3 o Cave Mortt Babies L1 - L6 o Cave Mortt L1 - L6 o Cave Mortt Spitter L1 - L6 o Cave Mortt Queen L1 - L6 Hotfix 20 - v 0.9.13.8 12.14.2011 * The AI should no longer ignore Bomb Trucks or the Megaton Truck. * Facebook login should now be repaired. Hotfix 19 12.9.2011 * New Christmas avatar items! Happy holidays everyone! * Battles should no longer get stuck on the final End Turn. * The number of kills and amount of XP shown on the scoreboard at the end of the battle should now be accurate. Hotfix 18 - v 0.9.13.7 12.7.2011 * Fixes to prevent battles from seizing up to where they cannot be completed. * Several line-of-sight (LOS) fixes. v 0.9.13.3 11.30.2011 * Introducing the new Walker Boneyard region! This is a high-level region for players at level 15 and up. Look for a slew of new raids and smuggles from Joaquin s Bar, new quests, and tons of new units in the Walker Boneyard Black Market! * Player vs. Player is here! The PvP area has replaced the Battle Room button at the top of the screen. Play PvP as much as you like! Your units will not be permanently destroyed in a PvP match. You must be level 10 to engage in PvP. * You can now purchase as much gold or iron as you want without waiting for a Black Market offer for resources. Click the little green plus button next to your gold or iron indicators. * Offers purchased on the Black Market will be immediately replaced with a new offer. * New Leaderboard! The Leaderboard has been redesigned to accommodate PvP scores and consolidate player skill into a PvE-content "Respect" value. Respect is calculated based on the number of PvE battles a player has engaged in, the number of units they have in storage, and the number of airship upgrades and other advancements they have built. * Increased the level cap to 20, with many new levels of existing units to match. * The XP requirements for each level have been adjusted. * Many new units! Look for the fearsome new Black Skull units as raid/quest rewards and in the Black Market. Also look for many new Walker Boneyard units, such as the AT Sniper, the Demoralizer and the Dragoon. * Some existing units, such as the Wrecker, can now only be found in the Walker Boneyard Black Market. * Harald s HP, deploy cost and Hero Capacity have been modified. * Murtas s HP, Speed and Hero Capacity have been changed. * Many bug fixes, including one that was causing the AI player s turn to get stuck. Hotfix 17 11.9.2011 * We have switched to a different caching system which should cause the unit quantities shown in the Engineering and Training rooms to consistently match what s really in your storage. Hotfix 16 11.7.2011 * Heroes should no longer get stuck in boss battles that are retreated. Hotfix 15 - v 0.8.28.12 10.21.2011 * Smuggling battles that couldn t be deployed due to having more deploy points in your army than your hero can handle should now be fixed. Players should be able to deploy all units, even if a patch that changed deploy costs caused their armies to be "over-stacked." v 0.8.28.11 10.19.2011 * New Mysterious Stranger quests! Check them out in the Quests page. * New Hero! If you can find Murtas...maybe he will join your cause. * The amount of XP you gain for killing individual units has been adjusted across the board. * Terror Walkers have a larger minimum range radius, and a smaller area of effect for their damage. * The chat window will only hold the last 30 messages, which should improve peformance of the game in Steam significantly. * The chat window will no longer auto-scroll to the bottom when the chat has been scrolled up and a new chat message arrives. * IG Marauders developer and admin account names will show up in green in the chat. * Links posted in the chat will now auto-linkify. * Hitting Enter to submit a chat message in Internet Explorer no longer causes the chat to lose focus. * The army editor tabs should no longer be bugged in the Steam version of the game. * Shock Fortresses should no longer spawn for players levels 1-6. * Players can now be properly kicked from cooperative boss battles. * There should no longer be a delay in a player s unit counts after battles finish. * Several other minor bug fixes, text tweaks, etc. Hotfix 14 - v 0.8.28.6 10.12.2011 * Smuggling convoys which contain no defensive units will immediately be lost upon loading the 3D battle of the smuggling mission. Be sure to defend those smuggling trucks! Hotfix 13 10.6.2011 * The "Remember Me" checkbox on the Steam splash page will now actually remember you next time you open the game from Steam if you checked it the last time you logged in. * Players will now be automatically be redirected to the "Collect Reward" screen after completing a Raid or Quest mission. Hotfix 12 10.5.2011 * Cosper s attack range has been significantly reduced, and he must now respect line-of-sight. * Another major update to the behind-the-scenes True Rank system for matching players to appropriately-difficult AI opponents. Low level players should no longer be paired with high-level opponents, and opponent deploy capacity should be somewhat lower across the board. Hotfix 11 10.4.2011 * The shield icons on the Raid mission tiles now represent the following o 1 Shield The opponent will be 1 or 2 levels below your level. o 2 Shields The opponent will be the same level as you. o 3 Shields The opponent will be 1 or 2 levels above your level. Hotfix 10 - v 0.8.28.2 9.29.2011 * New Tech Tree viewer. Check it out in the Laboratory! * Major Message Room performance overhaul. Should be speedier now. * Several fixes to the behind-the-scenes True Rank system of pairing players with appropriately-difficult AI opponents. * High-level players should no longer be fighting opponents that use low-level units. * Many other minor fixes and tweaks. Hotfix 9 9.23.2011 * Research times have been reduced across the board. Some research costs (gold) have been reduced as well. * Major updates to the behind-the-scenes "True Rank" system for giving players a more appropriately-difficult AI opponent. Generally games should be less difficult for most players. * The Raid and Smuggle difficulties indicated by the number of shield icons should now be much more representative of the actual difficulty. * The AI should no longer bring entire armies of dozens of a single unit type (at least not as often.) The AI is limited to 3 of any given unit type. However, the AI IS allowed to bring, for example, 3 Mounted Bomber Level 3 s, and 3 Mounted Bomber Level 4 s. * Newly-obtained Heroes start out already leveled up to a level that is appropriate to the player s level. * Several other minor performance improvements and bug fixes. Hotfix 8 9.19.2011 * Premium raids no longer offer structures as rewards. * Profile pages of the Militia users no longer show stats (this information is for internal use only.) * Profile pages of Heroes now show how many cargo slots they have. The only other unit that has cargo slots besides Heroes are the Smuggling Trucks. Cargo slots are only important to smuggling missions and do not affect rewards in raids or boss attacks. * Several other back-end fixes that don t directly affect players but do affect performance and our ability to detect bugs. v 0.8.28 9.16.2011 * Player bases are a thing of the past! They have been replaced by the new Smuggling Missions. This means - Players no longer earn resources with mining structures. Smuggling missions, however, allow you to earn lots of loot! - Bosses no longer attack players, but if players join up to fight off a boss, fortune and glory can be found. - No more Base Edit Mode. - Players no longer require structures. All structures and structure licenses have been removed from player storage. Players have been compensated with gems for this loss. * Heroes have replaced Base Officers. Heroes are now chosen at the beginning of any battle, and are a deployable unit in the battle. Only one hero may be used in any given battle. If you lose the battle that the Hero is leading, the Hero will be wounded, and must be healed on the Hero screen before they can be trained or used in battle again. * In battles, Heroes have also replaced the Command Vehicle. However, you must kill all units that can attack AND move before you win the battle - including the Hero! * Boss battles have been changed to an invitation-only, sequential attack system. See the Library article for more info. * All Trader quests have been updated, and therefore reset for all players. You may replay them to get the new rewards! * Massive AI improvements. Players are now internally ranked against themselves in a behind-the-scenes system we call "True Rank". This allows for better automatic matching against AI opponents according to your own skill level. For existing players, it may take several games for your "True Rank" to settle in a good spot, which may result in several games being more difficult or more easy than usual. * Smuggling Trucks have been added as a deployable unit. They cannot attack, but the more you add to a smuggling convoy, the more loot you get at the end! * Stone has been removed from the game. * Players are no longer limited to the amount of Gold or Iron they can earn - hoard as much as you like! * The selection highlight in the 3D game is different for Heroes to make them stand out better. * Music has been added to the 3D game. Music controls can be found in the in-game menu. * All tutorial quests have been reworked to reflect the massive changes to the game. * Extensive overall balance improvements to all unit stats. * Massive performance improvements and other bug fixes throughout. Hotfix 7 8.16.2011 * Bosses should attack players much more frequently now. Also, players who have never been attacked by a boss should get attacked in no more than 5 days. v 0.8.10.6 8.1.2011 * Level cap has been raised from 18 to 19! We have therefore added the following units and techs o Research Tech 7 o Machinery Tech 7 o Terror Walker Level 2 o Devastator Tank Level 3 o Royal Artillery Level 4 o Tank Destroyer Level 5 o Atavar Tank MK4 (Black Market Only) o Bethes Cannon Level 6 (Black Market Only) o Repair Truck Level 6 (Black Market Only) * All new units! Check out the new Grenadiers and Mortar Team at level 19. * All new user interface in the 3D portion of the game! Pro Tip look for the End Turn button in the lower right instead of the upper right. * The 3D game can now be run in FULL SCREEN! Check out the new video options found in the 3D game s interface. * New booster packs! All users will find 3 free booster packs in your storage. You also earn a new booster pack on every other level-up. * All new tutorial quests! Tutorials should be much more clear for new users, as Sai Nyasson will guide you through each exercise. Please note that if you are a high-level player who has completed the tutorial missions before, you may have some technical struggles getting through them (such as not having enough storage space for tutorials that require you to build new units.) * New boss maps! You may find that bases owned by bosses that you attack will be loaded with destructable structures. Enjoy the cannon fodder. * Some Black Market offers can now be purchased with Gold, instead of all offers requiring Gems. * Forum avatars now match your in-game avatar. * If you clicked the "Remember me" box on the login screen, and you are idle on the game website for more than an hour, the screen will darken and ask you to click a button to come back from the idle state. If you did NOT click the "Remember me" box on the login screen, you will be automatically logged out after 1 hour of being idle. * Airship Personnel (Engineers, Trainers, Scientists) have been removed from the game. All players who had these units in their storage have been compensated with Gold, Iron and Gems proportional to the quantity and level of the Personnel owned. * Surviving units in a Capture attack are no longer captured with the base. * Fixed an issue that was causing abandoned bases to not become properly abandoned. * Many other bug fixes and performance improvements. * Many balance changes in the web game and the 3D game. Hotfix 6 6.30.2011 * You may now purchase a new airship from the storage room if you are a higher level than the indicated required level. * Cleared all duplicate bosses. You should now only be involved in one boss party at any given time, unless you were invited by another player to join another party. * Cleared all player-owned bases with no associated officer. This was causing some players main game user interface to not render properly. * Cleared all duplicate battles on player bases. If your base was being attacked more than once at the same time by multiple bosses, the duplicate battles should now be gone, and the problem should not reoccur. * Cleaned up remaining issues with player bases under attack by a bugged boss. In these cases, your base is no longer under attack. * Changelog will now scroll. v 0.7.216.4 6.29.2011 * New Hero Units! You ll find them in your storage room under the Purple Star tab. You only get one of each at any given time though. If they re lost in battle, you can retrain them in the Engineering or Training rooms under the Purple Star tab. * Airship Upgrades! Storage upgrades are no longer researched in the Laboratory. You can find a new Junk Compressor upgrade project in the updated Storage Room, along with three other upgrade projects that increase the productivity of your Engineering, Training and Research rooms. You start off with 8 upgrade slots, and you can increase this number by buying a new airship! * New chat system! There are now multiple bars and pubs in which you can chat with other players. We re also filtering out some of the nastier nomenclature. Filthy pirates. * Four new bosses! * Several new high-level versions of existing units. * Repair trucks can now repair structures. * Bomb trucks and the Megaton are much more powerful. * Storage capacity increased to 2000. * The bug causing a base to not be captured has been fixed. * Players should no longer be attacked by multiple copies of the same boss (or more than one boss at a time, for that matter.) However, if you were being attacked by more than one boss before the patch, those duplicate bosses will still be there. Please be patient as we resolve that issue soon. * Player bases should no longer be involved in more than one attack at a time. v 0.7.214.3 5.25.2011 * New Trader Quests! Click on the Trader in the lower right corner of Anchorpoint, or click on the QUESTS button next to the chat to find them! * Added two new tutorial quests that explain how to do raid and capture attacks in Jasmine s. * New Splash Page! You can now register and login using your Facebook account. If the email associated with your Facebook account matches the same email address you used to register the game, you can link the two accounts and login with Facebook. * Two new units! Look for the Terror Walker and Megaton suicide truck at the later levels... * Level cap increased from 16 to 17. * The Engineering, Training and Research rooms have been overhauled to give better feedback about queue time remaining, and to generally be easier to use. You ll now find all your "buildable" stuff on the right side of the screen (click the + button to build stuff), and the actual queue on the bottom left. * The Storage room has been overhauled to be more parallel in design to the other airship rooms, and should be easier to navigate and find what you need to find. * The firing range of units can now be seen as you place and move units on and around the battlefield. If the range indicator circle is RED, it means you can still fire after moving the unit. If it is GRAY, it means you won t have enough AP to fire after moving. * If you have expanded the 3D game window, it should remember this preference and auto-expand it for the next 3D battle that you open. * Many miscellaneous bug fixes and balancing tweaks. If you find anything amiss, don t forget to report it on the forums! KNOWN ISSUES * Sometimes your bases can be under attack by more than one boss, or be under attack multiple times by the same boss. This causes problems with the base after you successfully defend it for the first attack. We are working on a hotfix for this, and will be manually fixing affected bases until the hotfix goes up later this week. Hotfix 5 5.17.2011 * Tweaked down the AI s defensive and offensive deployment capacities so they re not so overwhelming. * Modified the spawn rates of all bosses so they don t spawn as frequently. v 0.7.208 5.4.2011 * PvP-by-proxy is now a thing of the past. Players no longer attack each other s bases, and the AI no longer does your base defending for you. Instead, players will frequently be attacked by a Marauder Boss (an AI character), and will have to defend their own bases using the units and structures they previously placed on their base. * The World Map has been updated to remove the unnecessary regions and districts. You will now find the cliffside town of Anchorpoint is your new go-to point for most operations. From here, you can visit the updated Jasmine s Gentlemen s Club, where you ll find up to 4 base Raid missions and 4 base Capture missions, of varying difficulty. Do a Raid mission if you re just looking for loot, or do a Capture mission if you need a new base! * New Avatar System! Click your avatar or visit your profile to update your new custom avatar. You ll find several vanity items that can be purchased with gems and worn by your character. Remember that choosing a gender, race and face can only be done once, but changing your outfit can be done as often as you like. * When you are attacked by a Boss, you will be added to a party of other players who are also being attacked by that Boss. You can find this boss and view information about him and your fellow party members by clicking the Skull tab next to your Bases and Officers tabs. It is completely random when you get attacked by a Boss, and the other players in your party are also chosen at random. You can defeat the boss by attacking him from the boss detail page. For more information, click HERE. * If you are in a boss party, that boss will attack your bases at random. When you are attacked, you will be notified, and that base will stop producing resources until you play out the defense. Find the base that is under attack and click the big DEFEND button to open the battle. You will only be allowed to use the units that you had previously placed on that base to defend it as the Boss player attacks it. For more information, click HERE. * All new maps for the Raid missions in Jasmine s Gentlemen s Club. These maps are different from the ones you can capture and use as your own base. * Several graphical upgrades to the special effects. Explosions are now 33% more explodey! * The level cap has been increased from 14 to 16. * New Wrecker unit! Check it out when you reach level 15! KNOWN ISSUES * Many of your existing bases may be "over-stacked in that they have more units deployed on them than they should have due to new balancing calculations. In the next 48 hours we will be dumping everything from over-stacked bases back into your storage, and you will have to re-deploy your units to these bases. v 0.7.194 3.31.2011 * Bases that have no defenses will go into an anarchy state. Bases in anarchy will eventually be deleted after a set number of days. Bases that are in anarchy do not mine resources or contribute any bonuses to the player. * Bases that have less than 20% of the deploy capacity dedicated to defenses will go into a corruption state. Bases in corruption mine resources at a reduced rate, and contribute smaller bonuses to the player. * Increased the level cap to 14. * New units! Check out the new Devastator Tank, Command Destroyer, Atavar Tank (shotgun version of the Savar) and the infamous Wheel of Doom. * New map textures! Things should be looking a little spiffier in your neck of the woods. * Massive performance improvement in turn state saving. Most users will notice that the time between turns is virtually instantaneous. * You may only be involved in one battle at a time. * The number of officers and bases you may have has been capped at six. Players who have more than six bases will lose the extra officers when the extra bases are captured. You will be compensated with three gems when this happens. For those of you with more than 6 officers who are unassigned to a base, those officers have been killed. Perhaps there is an assassin about.... KNOWN ISSUES * We are experiencing a few growing pains with the recently released Firefox version 4. Please be patient as we iron some of these issues for the next patch. * Clearing your cache and refreshing may help with many issues. v 0.7.137.1 3.17.2011 * The camera has been changed to 3D perspective from the fixed orthographic view, making the whole game feel a lot more 3D. Use the scroll wheel to zoom in! * New Tutorial System! Check out the new Tutorials button and earn extra XP and other rewards for completing the tutorial quests. * Exclusive items purchased on the black market now give you a number of "licenses" to build that item. For example, if you purchased licenses for 3 Baron Towers, you may have 3 Baron Towers in your storage or on a base at any given time. If they are destroyed in battle, you may rebuild up to 3 Baron Towers again in your Engineering Bay. For those of you who have purchased exclusive items on the black market in the past, you should find that you now have the licenses for everything you ve purchased. Click on the star tab in the Engineering or Training rooms to find them! Note that this only applies to exclusive items, and not units that found in the tech tree. * It is now possible to earn the "Rage" medals. * Spending gems to buy down time on queues will now calculate how many gems it costs to fully complete the next item, and charge that much for an insta-completion. * Fixed a rare issue that was causing the CV to not respawn after a battle. * Many other minor tweaks and back-end bug fixes. v 0.7.52.1 3.01.2011 * Bases should now stay immune for the full 6 hours after being attacked, even after you edit the base that was attacked. * Undefended bases no longer produce resource income and do not contribute toward productivity bonuses. * Only the highest-level version of a unit that you have researched can be trained or built. For example, if you have researched Militia Level 3, you can no longer train Militia Level 2 or Militia Level 1. * The Facility/Personnel logic for production bonuses has been fixed. * The AI should be more difficult to bait into "mob-pulling" traps. * Base editing is now limited to 1 hour. If your base is stuck in edit mode for more than an hour, your changes will not be saved, and you will have to re-edit the base. * Engineering Factories have been renamed to "Engineering Facilities". * Stamina has been renamed to "Energy". * Using gems to buy down research time should now use the correct number of gems. * Several other minor bug fixes and balance tweaks. v 0.7.20 2.09.2011 * The 3D portion of the game has been upgraded to use Unity 3! Unity 2.6 is no longer supported. This was an extremely big upgrade that affects many low-level aspects of the 3D game engine. You may see some graphical glitches here and there, but we will iron them out over the next few publishes. * Personnel now require the corresponding structure to be placed on maps in order to be effective. Each structure can support 3 personnel of the appropriate type Scientists require Laboratories, Trainers require Training Academies, and Engineers require Engineering Factories. * You will now get a pop-up message when you level up, when you earn medals, and for various other notifications. * You can now directly attack another player by viewing their profile and clicking the ATTACK button. You must be at least level 4 before attacking other players. * Added a button to the Engineering and Training rooms that link directly to the Black Market. * More balance, bug fixes and polish issues taken care of. * The chat timestamps are now in your local timezone instead of being 3 hours behind. v 0.6.68 1.27.2011 * New Wheelhouse Bar where you can buy back your stamina with Atora pie and the finest liquor we promise won t make you go blind! You can find the Wheelhouse Bar by clicking the little plus button at the bottom of your stamina bar. * Fixed several problems with the AI getting stuck in an "AI Thinking" loop. * Fixed the Leaderboard so that it shows more accurate data and doesn t skip any ranks. * The CV s retreat AI should be smarter now. Good luck chasing it down! * Loot is now capped at 1000 of any given resource. * The registration form s CAPTCHA should now be easier to read. * Reworded several error messages so they make more sense. * Armor and Damage values are now reporting more accurately in tooltips. * More balance changes, minor bug fixes and performance improvements. Hotfix 4 - v 0.6.64 1.19.2011 * Massive performance improvements to the database servers. Timeouts and general slowness should be vastly improved throughout the game. * Fixed a problem that could possibly happen in Base Edit Mode where an end-of-game scoreboard was showing up. * Added more server-side error logging to help us track down more problems faster in the future. v 0.6.63 1.14.2011 * New Stamina System - a new stamina bar has appeared next to your avatar. Everyone has a maximum of 24 stamina points, and each attack costs 8 stamina points. You automatically earn back one point per hour. * It is now much more difficult to break the tutorial - each step of the tutorial forces you to follow the directions and highlights specific areas of the screen, making it easier to see what s going on. * Tutorial reset has been disabled. We did this because it is possible for people who have been playing the game to get stuck in the middle of a second round through the tutorial when it asks you to build things in the Engineering room and you don t have enough population or gold to support it. We will be reworking the tutorials in the future so they can be played back at any time by any player regardless of the player s current economic situation. * Minor bug fixes and exploit patches. Hotfix 3 1.11.2011 * Those of you with Bank bases should now show +50 more gold earnings per hour in your gold monitor, as well as an additional 2000 gold capacity. Previously you were actually earning the +50 gold per hour, but the monitor did not show this fact. * The tutorial script now has the ability to highlight and enable only specific parts of the screen, which should cut down on the possibility of breaking the tutorial before it can be completed. * We have disabled the ability to restart the tutorial. Restarting the tutorial after you have been playing the game has the potential to break the tutorial for your account to where it cannot be completed. We are currently working up new tutorial logic that will allow the tutorial to be replayed in an environment independent from your account. In the meantime, the Library will be your best friend for finding out any information on the game that you need. v 0.6.59 1.5.2011 * Welcome to the OPEN BETA! Anyone who registers may now play the game. Keep in mind, this is still a beta, and features are subject to change without notice, although we will try to keep you informed on what s coming. * NEW BASE TYPES! The new Bank base has a permanent bank structure in the middle of the map. For the player who owns this map, the bank will generate resources like a Gold Mine, and increase your total gold storage like a Gold Silo! However, you will never find any other resource patches to be mined on this base type. The new Shock Fortress base contains a permanent super-turret structure that will automatically fire on any attacking enemy, and can reach just about any location on the map. While both the Bank and the Shock Fortress can be destroyed during the course of a battle, they will both automatically respawn upon editing the base following a successful or unsuccessful attack. * Many new maps! * All new tutorial! Follow the instructions TO THE LETTER, or you may find yourself stuck in the tutorial. This is only the first version of the new tutorial, and we ll be enhancing it a great deal over the next few publishes. If you re really lost, you can probably find what you need to know by searching the Library. * Base officers can now be upgraded by researching the Officer Upgrade research project in the Laboratory. Each level of Officer Upgrade will permanently increase the Attack and Defense Leadership values of all your current and future officers. * Major UI update for the "deployment" phase of battle and base editing within the 3D game. You ll now find all your deployable units in the scrolling bar along the bottom of the screen, instead of along the top. * Many balance changes. For example, low-level Militia bases should be much easier to conquer now. * Several minor bug fixes. * Several security improvements. KNOWN ISSUES * Some of the Medals found in your User Profile page are currently broken and unattainable. We will be fixing some of these in the next publish, and more will come in subsequent publishes. * For veteran beta testers who have been playing the game, it may be impossible to finish the tutorial if you reset it from your profile page. This is due to the fact that some tutorial steps require you to spend gold and other resources that you may not have available to complete the step. Please contact us on the forums if you really run into trouble. * Players who have been playing since the last reset may find that their own maps look similar to many others. These duplicate maps are holdovers from an older version, and we intend to replace them with updated maps soon.
https://w.atwiki.jp/xbox360score/pages/908.html
Ben 10 Alien Force Vilgax Attacks 項目数:24 総ポイント:1000 難易度:★☆☆☆☆ 北米版はリージョンフリー アジア版は未発売です BEN 10 ALIEN FORCE 攻略 http //xbox360walkthrough.gamerch.com/BEN%2010%20ALIEN%20FORCE%20%E6%94%BB%E7%95%A5 Primus Link Reestablished Unlock All 10 Alien Forms(10種類全てのAlien Formをアンロックする) 30 Now, it s Hero Time! Fully Upgrade All 10 Alien Forms(10種類全てのAlien Formを完全にアップグレードする) 30 Repo Man Destroy 15 cars in Bellwood(Bellwoodにおいて15台の車を破壊する) 30 Protector of Earth Complete Bellwood(Bellwoodをクリアする) 30 Trash Compactor Complete Vulpin(Vulpinをクリアする) 30 Charmed Complete Terradino(Terradinoをクリアする) 30 Power Outage Complete Encephalonus IV(Encephalonus IVをクリアする) 30 Freaked Out! Complete Anur Phaetos(Anur Phaetosをクリアする) 30 Chili Fries!!! Complete MorOtesi(MorOtesiをクリアする) 30 Voided D Void Complete Null Void(Null Voidをクリアする) 30 DNAided Achieve Maximum Health by Collecting 15 Red Plumber Badges(Red Plumber Badgeを15個集めてHealthが最大限に達した) 40 Omni-tricked Out! Achieve Maximum Energy by Collecting 15 Green Plumber Badges(Green Plumber Badgeを15個集めてEnergyが最大限に達した) 40 Smells Like Victory Destroy 150 enemies with Swampfire(Swampfireを使用して150体の敵を倒す) 50 Web of Defeat Destroy 150 enemies with Spidermonkey(Spidermonkeyを使用して150体の敵を倒す) 50 That ll be Saur Tomorrow Destroy 150 enemies with Humungousaur(Humungousaurを使用して150体の敵を倒す) 50 Deafening Defeat Destroy 150 enemies with Echo Echo(Echo Echoを使用して150体の敵を倒す) 50 Road Rash Destroy 150 enemies with Cannonbolt(Cannonboltを使用して150体の敵を倒す) 50 Splat! Destroy 150 enemies with Goop(Goopを使用して150体の敵を倒す) 50 The Iceman Cometh Destroy 150 enemies with Big Chill(Big Chillを使用して150体の敵を倒す) 50 Brain Power Destroy 150 enemies with Brainstorm(Brainstormを使用して150体の敵を倒す) 50 Lights Out! Destroy 150 enemies with Chromastone(Chromastoneを使用して150体の敵を倒す) 50 Mach Speed Mauler Destroy 150 enemies with Jet Ray(Jet Rayを使用して150体の敵を倒す) 50 True Hero Destroy 150 enemies with Ben(Benを使用して150体の敵を倒す) 60 Protector of the Galaxy Complete all Levels(全てのLevelをクリアする) 60 Ben 10 Alien Force Vilgax Attacks 実績まとめ http //blog.livedoor.jp/motor_drive/archives/1095247.html
https://w.atwiki.jp/ohden/pages/566.html
batでの日時の使い方 Windows7 Professional Windows10 Pro(64bit) version 1909 yyyymmdd_HHMMss 下記を踏まえた、簡単なやり方。 set tm=%time =0% set tm=%tm =% set tm=%tm ~0,6% set dt=%date /=% set dt=%dt ~0,8% echo %dt%_%tm% 20201119_104947 こんな感じでも同じように求めることができる。 こっちの方がシンプルで良いかも♪ 切り貼りの解説 日時は以下の環境変数で取得可能 echoの結果 echo %date% 2014/04/01 echo %time% 1 23 45.67 ただ、普通、このままで使いたいとは思わない。 よく使うのがyyyymmdd形式や、hhmmss形式ですね。 まずは、実現方法。 set dt=%time =0% set dt=%date ~0,4%%date ~5,2%%date ~8,2%%dt ~0,2%%dt ~3,2%%dt ~6,2% echo %dt% 20140401012345 これで現在日時が環境変数dtにyyyymmddHHMMSS形式で設定されました。 以下、解説。 とりあえず、環境変数dateとtimeから文字を抜き出して環境変数に設定します。 set d=%date ~0,4%%date ~5,2%%date ~8,2% ここでsetした環境変数dをechoすると... 20140401 のように表示される。よく使う『yyyymmdd』だけの文字列です。 ポイントは環境変数名の後ろの『 』以降。 %date ~0,4% dateの1文字目から4文字 → 年(2014)を表す %date ~5,2% dateの6文字目から2文字 → 月(04)を表す %date ~8,2% dateの9文字目から2文字 → 日(01)を表す です。 じゃtimeも...って思うとtimeは時間が1桁の時、先頭にスペースが入っちゃって困る。(´・ω・`) なので、以下のように一旦クッションが必要。 set t=%time =0% set t=%t ~0,2%%t ~3,2%%t ~6,2% 2行目はdateの時と変わらんので割愛。ここで『hhmmss』形式に抜き出してる。 1行目は、置換の書き方。『%環境変数名 S1=S2%』って書くと、S1をS2に置換した文字を出力する。 この例では、1行目で『 (半角スペース)』を『0』に置換して環境変数tへ出力し、2行目で環境変数tから必要な部分の切り出しを行っている。 この置換は複数文字でも可能。置換の例を以下に挙げとく。 echoした結果 echo %date /=-% 2014-04-01 echo %date 2014/=% 04/01 echo %date 2014/=今日の日付は...% 今日の日付は...04/01 って感じ。日時をどうこうするってだけじゃなくて結構色々使えるので覚えておくに越したこたぁなぃ。 2020-11-19追記。 システムトレイの日時の表示を変更するの設定が%date%やdateコマンドの出力に影響するので注意。 更新日: 2020年11月19日 (木) 15時39分38秒 名前 コメント すべてのコメントを見る
https://w.atwiki.jp/xbox360score/pages/1613.html
LEGO Batman 2 DC Super Heroes 項目数:37 総ポイント:1000 例のごとくゲームは簡単で収集物が多い。チートコードを使用しても実績に影響しないのもいつも通り。達成率100%を目指す過程でほとんど解除される。 コントローラを2つ用意して効率よく進めれば、コンプまで25時間ほどか。 本作ではLEGOシリーズで初めてオープンワールドが採用されているが、そのためかロードが非常に長く、HDDインストール済みでも30秒以上かかることもある。 Gorilla Thriller Climb to the top of Wayne tower while riding a Gorilla and playing as a female character. 20 Kal-El Last Son of Krypton Defeat Zod as Superman 20 Green Lantern's Light Defeat Sinestro as Green Lantern 20 It's A Bird... It's A Plane... Fly with Superman 20 Inferior Machines With Brainiac, defeat any LexBot 20 Girl Power Unlock all female heroes and villains. (Single Player Only) 20 The House of Luthor Obtain more than 10,100,000,000 Studs (Single Player Only) 20 Combo Hero Do a finishing move 20 Subway Hero Use the Gotham City Metro 20 Super-Villain Unlock all the Bosses (Single Player Only) 20 Toy Gotham Complete the Bonus level 20 Justice League Unlock all Justice League characters (Single Player Only) 20 Dynamic Duo Play a level in co-op 20 My Hero Rescue all Citizens in Peril (Single Player Only) 50 Super Hero Get Super Hero in all levels (Single Player Only) 50 Team Building Unlock all characters (Single Player Only) 50 Minikit Hero Use all the Minikit vehicles 20 Test Hero Test a custom character 20 Extra! Extra! Collect all the red bricks (Single Player Only) 20 The End Get 100% (Single Player Only) 70 Halfway Through Get 50% (Single Player Only) 50 City Slicker Collect all the gold bricks (Single Player Only) 35 Heroes Unite Complete story level 15 25 Tower Defiance Complete story level 14 25 Core Instability Complete story level 13 25 The Next President Complete story level 12 25 Underground Retreat Complete story level 11 25 Down to Earth Complete story level 10 25 Research and Development Complete story level 9 25 Destination Metropolis Complete story level 8 25 Unwelcome Guests Complete story level 7 25 Chemical Signature Complete story level 6 25 Chemical Crisis Complete story level 5 25 Asylum Assignment Complete story level 4 25 Arkham Asylum Antics Complete story level 3 25 Harboring a Criminal Complete story level 2 25 Theatrical Pursuits Complete story level 1 25 マップや各種チートのおかげで、オープンワールドマップでの収集物はそれほど苦労しない。 各種収集物をマップに表示させるためには各地に点在するBatcomputer Remote Terminalを起動する必要があり、これらは自力で探さねばならない。Batcomputer Remote Terminalは、オープンワールド上に垂直に伸びている赤い光の根元にある。飛び回っていればすぐに目に付くはず。 Cheat Code 全て大文字で表記されている分がRed Bricksに相当する。 Gorilla Thriller http //www.youtube.com/watch?v=9LNdjwzUhSc Kal-El Last Son of Krypton Green Lantern's Light Villainキャラクターはアンロックする過程でちょっとしたボス戦があり、その時に該当キャラで倒すと解除。アンロックしてから無抵抗の2Pをいたぶるという手もあるが、General Zodは無敵属性があるのでそもそもSupermanかClark Kentでなければ倒せない。 一応SupergirlでもGeneral Zodを倒すことは可能だが、Supergirlのアンロック条件はGold Bricks250個全取得であり、アンロックのタイミングがほぼ確実にゲーム終盤になるので非現実的。 Combo Hero 連続して敵を倒していると、敵の頭上にBボタンが表示される。 Dynamic Duo Free playでは解除されずStory Modeのみが対象となる。最初から最後まで2人プレイしなければならないわけではなく、終了間際に参加するだけでよい。 My Hero Citizen in Peril Locations Guide 下記Minikits Locations Guideと動画が重複している。 Minikit Hero Minikits Locations Guide 説明文中にUseとあることからわかるように、ただ集めるだけでは解除されない。Batcomputer Remote Terminalから一つずつ呼び出して全てに乗り込むと解除。 Test Hero Free playまたはゲーム一周クリア後のGotham CityにてYボタンを長押しし、両端に並んだシルエットのどれかを選ぶだけ。キャラクターを作成するわけではない。 Extra! Extra! ほとんどのRed BricksはJoker,The Riddler,Lex Luthorがいなければ取得できない。下の動画ではそれらのキャラクターのアンロックについても含んでいる。 http //www.youtube.com/watch?v=47vclQZE7wc City Slicker マップとチートがあればGotham City内のGold Bricksも大部分は難なく見つけられるが、そこに至るまでのパズルでBatmanやRobinの特殊スーツが必要になるため面倒。Cyborg,Man-Bat,The Joker,The Penguinなどでスーツの効果を代用できることもあるので、使えるようなら使っていこう。 また、空と海の乗り物をアンロックした際には必ず一度乗ってみてレースが始められるかどうか確認すること(レース後にGold Bricksが出てくる)。Batcomputer Remote Terminalで乗り物を呼び出すとレースを始められることもある。
https://w.atwiki.jp/thunderstone/pages/107.html
Verdan/ヴァーダン カードタイプ:Hero/英雄 エキスパンション:Doomgate Legion/宿命の軍団 英語版 Card Name Number Class Cost LV STR Gold Light EXP VP Text VERDAN MINSTREL 6 FIGHTER・THIEF 7 1 5 1 1 2 ATTACK+2DUNGEON Every other player with 6 or more cards discards one card at random. VERDAN BARD 4 FIGHTER・THIEF 10 2 5 2 1 3 ATTACK+3DUNGEON Destroy 2 XP to place the rank 1 monster on the bottom of the Dungeon Deck and refill the hall.DUNGEON Every other player reveals one spell or discards one card. VERDAN TROUBADOUR 2 FIGHTER・THIEF 12 3 5 2 1 1 ATTACK+4DUNGEON Destroy one XP to place any monster from the Dungeon Hall on the bottom of the Dungeon Deck and refill the hall.DUNGEON Each other player loses one XP. 日本語版 カード名 枚数 分類 コスト レベル 体力 金貨 明かり 経験値 勝利点 テキスト ヴァーダンの詩人 6 戦士・盗賊 7 1 5 1 1 2 攻撃+2ダンジョン:手札が6枚以上ある他プレイヤーは全員、ランダムにカード1枚を捨てる。 ヴァーダンの放浪詩人 4 戦士・盗賊 10 2 5 2 1 3 攻撃+3ダンジョン:2経験点を廃棄することで、1ランクのモンスターをダンジョンデックの下に戻してホールを補充する。ダンジョン:他のプレイヤーは全員、呪文1枚を公開するか、カード1枚を捨てる。 ヴァーダンの吟遊詩人 2 戦士・盗賊 12 3 5 2 1 1 攻撃+4ダンジョン:1経験点を廃棄することで好きなランクのモンスター1枚をダンジョンデックの下に戻してホールを補充する。ダンジョン:他のプレイヤーは全員、1経験点を失う。 カード解説/CARD GLOSSARY VERDAN TROUBADOUR:ダンジョンデックの一番下に置かれるモンスターはダンジョンホールの何れかのランクに存在するものでなければなりません。プレイヤーの手札から置くことは出来ません。 カード分析 所感 吟遊詩人の英雄。クラスが戦士・盗賊なあたり、D Dのバードのイメージか。 LV1の性能が全英雄中でもトップレベル。攻撃+2で体力5、明かり1に金貨値1と豪華なスペック、そして何より恐ろしいのがランダムディスカード能力。序盤から終盤まで絶えず他プレイヤーの行動を妨害し続ける凶悪な能力である。他の盗賊英雄のディスカード能力が全てLV2以上限定であることを考えると、この能力だけでも破格である。 LV2になると攻撃力と金貨値が増加するが、最大の強みであったランダムディスカードが通常のディスカードに格下げになる。しかも呪文カードを公開で回避される。かなりガッカリなパワーダウンだが、手札が5枚以下のプレイヤーにも効くようになるので純粋な劣化ではない。LV1+LV1ではディスカード強制は1枚だけだが、LV1+LV2なら2枚になるということである。 もう一つのダンジョンホール操作能力は燃費が相当に悪いため常用出来る性能では無いが、使い道自体はそれなりにあるのでピンポイントで使用するタイミングもあるだろう。 LV3では攻撃力が増加するが、ディスカード能力を完全に失う。代わりに経験点を失わせる能力が追加。序盤~中盤では強烈な嫌がらせになる。終盤でもLV3へのレベルアップで勝利点を稼ぐという狙いを妨害出来るので結構いやらしい。 ダンジョンホール操作能力は燃費が向上し、機能自体も高性能化している。 全体を通してみるとLV1が圧倒的、LV2~LV3はまあまあ強いという感じ。レベルアップの恩恵が薄く見える。 とにかくLV1の能力を他プレイヤーにだけ乱射されると非常に厳しい展開になるので、購入出来るチャンスがあれば出来るだけ確保しておこう。 LV1の能力でリードを稼いだら、LV2やLV3のダンジョンホール操作能力でゲーム終了を早め、また良質の獲物を退場させて逆転を難しくするという芸当も可能。 ランダムディスカードは処理に手間がかかる。LV1が有しているだけに発動の機会も多く、ゲームが不必要に長引きがち。常に捨てさせられる準備をしておこう。 レベルアップ優先度 LV1があまりにも高機能すぎるためレベルアップしなくても戦えてしまう。なので、レベルアップ優先度はあまり高くない。 とはいえ攻撃力が上がるのは素直に有り難いので、他に優先させたい英雄が特にいない、あるいは タイミングが合わないなどの場合はヴァーダンを上げてしまってかまわないだろう。 シナジー Belzur s Blessing/ベルザーズ・ブレシング:5枚に減った他プレイヤーの手札をBlessingで補充し、そこへ再びヴァーダンLV1のランダムディスカードが刺さるというコンボ。プレイ全体で使用されているヴァーダンLV1の数が多いほど効果的。 アンチシナジー 得意なモンスター 苦手なモンスター 多人数プレイ適性 Thunderstone Advance対応版 種族表記追加:Human
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暗雲割って現れる 稲妻が白く爆ぜる 内なる神に捧げた剣 正義の為に今振るう あの日剣に誓った『正しくそう有るべき世界(理想)』今こそ実現させる時だ 正義を! そうROYAL and STRONG!手にしたのだから 自分がやらなければ それを行う為ならば 如何なる過程も省みない ROYAL and STRONG!無駄な抵抗は止せ 『正しくそう有るべき世界(理想)』の為に今… ROYAL and STRONG! 美しい世界汚染する 自由やらという穢れ 地平の彼方天の果て 一つ残らず駆逐する 今目の前にある『混沌とした雑踏(現実)』を許容なんてしない 天誅! だからROYAL and STRONG!議論の余地無く 正しく教化してくれよう 何れ理解できるだろう 我等の正しさを ROYAL and STRONG!『高等人種(人間)』の誇り 『混沌とした雑踏(現実)』を許さず今… ROYAL and STRONG! 鮮血に染まる両腕 それでも止まるわけにはゆかない 『亜人(あれら)』の為にも! そうROYAL and STRONG!手にしたのだから 自分がやらなければ それを行う為ならば 如何なる過程も省みない ROYAL and STRONG!無駄な抵抗は止せ 『正しくそう有るべき世界(理想)』を胸に今… ROYAL and STRONG! そうROYAL and STRONG! だからROYAL and STRONG! 関連 オードリー・ドゥ・ジャスティスブレイド 目次に戻る
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【検索用 PsychopathicFanaticAggressiveDepressiveScreaming 登録タグ 2009年 MEIKO P VOCALOID tatsuro 巡音ルカ 曲 曲英】 + 目次 目次 曲紹介 歌詞 コメント 作詞:tatsuro 作曲:tatsuro 編曲:tatsuro 唄:巡音ルカ・MEIKO 曲紹介 見せかけの正義も愛も要らない。 曲名:『Psychopathic Fanatic Aggressive Depressive Screaming』(さいこぱしっく ふなてぃっく あぐれっしぶ でぷれっしぶ すくりーみんぐ) 急→緩→急という曲構成。1分30秒の短い曲。〆のブツ切りは仕様。 歌詞 go fight go fight go fight for justice justice justice justice to destroy destroy destroy destroy this world. go fight go fight go fight for justice justice justice justice to destroy destroy destroy destroy this world. (i dont want the world full of hatred) (but i dont need the world full of untrue love) go fight go fight go fight for justice justice justice justice to destroy destroy destroy destroy this world. go fight go fight go fight for justice justice justice justice to destroy destroy destroy destroy this world. コメント 名前 コメント コメントを書き込む際の注意 コメント欄は匿名で使用できる性質上、荒れやすいので、 以下の条件に該当するようなコメントは削除されることがあります。 コメントする際は、絶対に目を通してください。 暴力的、または卑猥な表現・差別用語(Wiki利用者に著しく不快感を与えるような表現) 特定の個人・団体の宣伝または批判 (曲紹介ページにおいて)歌詞の独自解釈を展開するコメント、いわゆる“解釈コメ” 長すぎるコメント 『歌ってみた』系動画や、歌い手に関する話題 「カラオケで歌えた」「学校で流れた」などの曲に直接関係しない、本来日記に書くようなコメント カラオケ化、カラオケ配信等の話題 同一人物によると判断される連続・大量コメント Wikiの保守管理は有志によって行われています。 Wikiを気持ちよく利用するためにも、上記の注意事項は守って頂くようにお願いします。
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開発環境 Microsoft Visual C# 2010 Express (SP1) 実行環境 Microsoft Windows XP Home Edition (SP3) プロジェクトの種類 Windows Game (4.0) プロジェクト名 AstroSim2 Game1.cs using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; namespace AstroSim2 { class Game1 Game { GraphicsDeviceManager graphics; SpriteBatch sprite; SpriteFont font; BasicEffect effect; VertexBuffer vbLine; IndexBuffer ibLine; List VertexPositionColor lineVertices = new List VertexPositionColor (); List short lineIndices = new List short (); VertexBuffer vbTriangle; IndexBuffer ibTriangle; List VertexPositionColor triangleVertices = new List VertexPositionColor (); List short triangleIndices = new List short (); Vector3[] ellipticalOrbit = new Vector3[365 + 1]; // 楕円軌道 int[] ellipseEffect = new int[365 + 1]; // 楕円効果 int[] obliquityEffect = new int[365 + 1]; // 傾斜効果 const int meanSolarDay = 24 * 60 * 60; // 平均太陽日(s) const double siderealYear = 365.25636; // 恒星年(day) 365d6h9m9.504s const double solarYear = 365.24219; // 太陽年(day) 365d5h48m45s const double anomalisticYear = 365.259643; // 近点年(day) 31558433.1552s 365d6h13m53.1552s const int siderealYearSec = (int)(siderealYear * meanSolarDay); // 恒星年(s) const int solarYearSec = (int)(solarYear * meanSolarDay); // 太陽年(s) const int anomalisticYearSec = (int)(anomalisticYear * meanSolarDay); // 近点年(s) const double au = 149597870700; // 天文単位(m) const double a = au * 1.00000011; // 軌道長半径(Semimajor axis)(m) const double e = 0.01671022; // 離心率(Orbital eccentricity) readonly double K = Math.Sqrt((1 + e) / (1 - e)); // ケプラー方程式の定数 const double siderealDay = 86164.0905; // 恒星日(s) 23h56m4.0905s const double earthRotationPerSec = (2 * Math.PI) / siderealDay; // 1秒間に地球が回転する角度 const double obliquity = 84381.406; // 黄道傾斜角(degsec) 23deg26m21.406s const float Sr = 1392000 * 1000 / 2; // 太陽の半径(m) const double epsilon = 1.0e-14; Vector3 camPos = new Vector3(0, (float)(au * -2), 0); float camLat = 0; float camLon = 90; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; Content.RootDirectory = "Content"; IsMouseVisible = true; } protected override void LoadContent() { sprite = new SpriteBatch(GraphicsDevice); font = Content.Load SpriteFont ("SpriteFont1"); effect = new BasicEffect(GraphicsDevice); effect.VertexColorEnabled = true; effect.Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45), GraphicsDevice.Viewport.AspectRatio, (float)(au * 0.001), (float)(au * 5)); CalcEllipticalOrbit(); // 楕円軌道の計算 CalcEllipseEffect(); // 楕円効果の計算 CalcObliquityEffect(); // 傾斜効果の計算 // 各種ラインの生成 GenerateLines(); vbLine = new VertexBuffer(GraphicsDevice, typeof(VertexPositionColor), lineVertices.Count, BufferUsage.WriteOnly); vbLine.SetData(lineVertices.ToArray()); ibLine = new IndexBuffer(GraphicsDevice, typeof(short), lineIndices.Count, BufferUsage.WriteOnly); ibLine.SetData(lineIndices.ToArray()); // 太陽の生成 GenerateSun((float)(a * e), 0, 0, Color.Yellow); vbTriangle = new VertexBuffer(GraphicsDevice, typeof(VertexPositionColor), triangleVertices.Count, BufferUsage.WriteOnly); vbTriangle.SetData(triangleVertices.ToArray()); ibTriangle = new IndexBuffer(GraphicsDevice, typeof(short), triangleIndices.Count, BufferUsage.WriteOnly); ibTriangle.SetData(triangleIndices.ToArray()); base.LoadContent(); } // 漸化式によりケプラー方程式を解く // M 平均近点角(mean anomaly) // E 離心近点角(Eccentric anomaly) // T 真近点角(true anomaly) void KeplersEquation(double M, out double E, out double T) { double E0 = M; // 初項 for (int i = 0; ; ) { i++; E = M + e * Math.Sin(E0); if ((E0 - epsilon E) (E E0 + epsilon)) { break; } if (10 = i) { Console.WriteLine(string.Format("計算打ち切り M={0} E={1}", M, E)); break; } E0 = E; } T = Math.Atan(K * Math.Tan(E / 2)) * 2; if (T 0) T += (2 * Math.PI); } // 楕円軌道の計算 void CalcEllipticalOrbit() { int day = 0; for (int t = 0; t siderealYearSec; t += meanSolarDay) // 恒星年で近似 { double E, T; KeplersEquation((2 * Math.PI) * t / siderealYearSec, out E, out T); double r = a * (1 - e * Math.Cos(E)); float x = (float)(Math.Cos(T) * r + a * e); // 焦点との距離を加算 float y = (float)(Math.Sin(T) * r); ellipticalOrbit[day++] = new Vector3(x, y, 0); } } // 楕円効果の計算 void CalcEllipseEffect() { int day = 0; for (int t = 0; t anomalisticYearSec; t++) // 近点年 { double E, T; KeplersEquation((2 * Math.PI) * t / anomalisticYearSec, out E, out T); // 地球の自転 double earthRotation = (2 * Math.PI) * ((t / siderealDay) % 1.0); if (T = earthRotation) { ellipseEffect[day] = t - meanSolarDay * day; day++; t += 86164; // 1回転する間は追い越さないので飛ばす } else { // 角度の差だけ秒を進める。小数点以下は切捨て。桁落ちによる誤差増大に注意 t += (int)((T / earthRotationPerSec) - (earthRotation / earthRotationPerSec)); } } } // 傾斜効果の計算 void CalcObliquityEffect() { double radObliq = obliquity * Math.PI / (180 * 60 * 60); double cosObliq = Math.Cos(radObliq); int day = 0; for (int t = 0; t solarYearSec; t++) // 太陽年 { // 地球を基準とした太陽の公転 double rad = (2 * Math.PI) * t / solarYearSec; double x = Math.Cos(rad); double r = Math.Sin(rad); double y = cosObliq * r; double celestialEquator = Math.Atan2(y, x); // 天の赤道上の角度 if (celestialEquator 0) celestialEquator += (2 * Math.PI); // 地球の自転 double earthRotation = (2 * Math.PI) * ((t / siderealDay) % 1.0); if (celestialEquator = earthRotation) { obliquityEffect[day] = t - meanSolarDay * day; day++; t += 86164; // 1回転する間は追い越さないので飛ばす } else { t += (int)((celestialEquator / earthRotationPerSec) - (earthRotation / earthRotationPerSec)); } } } // 各種ラインの生成 void GenerateLines() { double aspectRatio = Math.Sqrt(1 - e * e); // 楕円軌道の長短比 double b = a * aspectRatio; // 軌道短半径(m) // 長径と短径 lineVertices.Add(new VertexPositionColor(new Vector3((float)-a, 0, 0), Color.White)); lineVertices.Add(new VertexPositionColor(new Vector3((float)a, 0, 0), Color.White)); lineVertices.Add(new VertexPositionColor(new Vector3(0, (float)-b, 0), Color.White)); lineVertices.Add(new VertexPositionColor(new Vector3(0, (float)b, 0), Color.White)); for (int i = 0; i 4; i++) { lineIndices.Add((short)i); } // 楕円軌道 int vertexNum = lineVertices.Count; for (int i = 0; i 365; i++) { lineVertices.Add(new VertexPositionColor(ellipticalOrbit[i], Color.White)); lineIndices.Add((short)(vertexNum + i)); lineIndices.Add((short)(vertexNum + (i + 1) % 365)); } // 楕円効果 vertexNum = lineVertices.Count; for (int i = 0; i 365; i++) { Vector3 pos = ellipticalOrbit[i]; pos.Z = (float)(Sr * ellipseEffect[i] / 30); // 30秒進むと太陽半個分上昇 lineVertices.Add(new VertexPositionColor(pos, Color.Cyan)); lineIndices.Add((short)(vertexNum + i)); lineIndices.Add((short)(vertexNum + (i + 1) % 365)); } // 傾斜効果 vertexNum = lineVertices.Count; for (int i = 0; i 365; i++) { Vector3 pos = ellipticalOrbit[i]; int j = (290 + i) % 365; // 春分点3/20 近日点1/4 と仮定 pos.Z = (float)(Sr * obliquityEffect[j] / 30); lineVertices.Add(new VertexPositionColor(pos, Color.Yellow)); lineIndices.Add((short)(vertexNum + i)); lineIndices.Add((short)(vertexNum + (i + 1) % 365)); } // 均時差 vertexNum = lineVertices.Count; for (int i = 0; i 365; i++) { Vector3 pos = ellipticalOrbit[i]; int j = (290 + i) % 365; pos.Z = (float)(Sr * (ellipseEffect[i] + obliquityEffect[j]) / 30); lineVertices.Add(new VertexPositionColor(pos, Color.Red)); lineIndices.Add((short)(vertexNum + i)); lineIndices.Add((short)(vertexNum + (i + 1) % 365)); } } void GenerateSun(float x, float y, float z, Color c) { int i = triangleVertices.Count; triangleVertices.Add(new VertexPositionColor(new Vector3(x, y, z + Sr), c)); triangleVertices.Add(new VertexPositionColor(new Vector3(x + Sr, y, z), c)); triangleVertices.Add(new VertexPositionColor(new Vector3(x, y + Sr, z), c)); triangleVertices.Add(new VertexPositionColor(new Vector3(x - Sr, y, z), c)); triangleVertices.Add(new VertexPositionColor(new Vector3(x, y - Sr, z), c)); triangleVertices.Add(new VertexPositionColor(new Vector3(x, y, z - Sr), c)); GenerateTriangle(i, 0, 2, 1); GenerateTriangle(i, 0, 3, 2); GenerateTriangle(i, 0, 4, 3); GenerateTriangle(i, 0, 1, 4); GenerateTriangle(i, 1, 2, 5); GenerateTriangle(i, 2, 3, 5); GenerateTriangle(i, 3, 4, 5); GenerateTriangle(i, 4, 1, 5); } void GenerateTriangle(int vertexNum, int v1, int v2, int v3) { triangleIndices.Add((short)(vertexNum + v1)); triangleIndices.Add((short)(vertexNum + v2)); triangleIndices.Add((short)(vertexNum + v3)); } protected override void Update(GameTime gameTime) { KeyboardState kState = Keyboard.GetState(); if (kState.IsKeyDown(Keys.Escape)) Exit(); if (kState.IsKeyDown(Keys.W)) Move(0, 0); if (kState.IsKeyDown(Keys.S)) Move(180, 0); if (kState.IsKeyDown(Keys.A)) Move(0, 90); if (kState.IsKeyDown(Keys.D)) Move(0, -90); if (kState.IsKeyDown(Keys.Up)) camLat = Math.Min(camLat + 0.5f, 89.9f); if (kState.IsKeyDown(Keys.Down)) camLat = Math.Max(camLat - 0.5f, -89.9f); if (kState.IsKeyDown(Keys.Left)) camLon = (camLon + 1) % 360; if (kState.IsKeyDown(Keys.Right)) camLon = (camLon + 359) % 360; if (kState.IsKeyDown(Keys.PageUp)) Move(90, 0); if (kState.IsKeyDown(Keys.PageDown)) Move(-90, 0); base.Update(gameTime); } void Move(float lat, float lon) { float rad = MathHelper.ToRadians(camLat + lat); float z = (float)(Math.Sin(rad) * au * 0.0025); float r = (float)(Math.Cos(rad) * au * 0.0025); if (lon == 0) camPos.Z += z; rad = MathHelper.ToRadians(camLon + lon); float x = (float)Math.Cos(rad) * r; float y = (float)Math.Sin(rad) * r; camPos.X += x; camPos.Y += y; } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); GraphicsDevice.DepthStencilState = DepthStencilState.Default; //GraphicsDevice.BlendState = BlendState.AlphaBlend; // カメラ float rad = MathHelper.ToRadians(camLat); float z = (float)(Math.Sin(rad) * au); float r = (float)(Math.Cos(rad) * au); rad = MathHelper.ToRadians(camLon); float x = (float)Math.Cos(rad) * r; float y = (float)Math.Sin(rad) * r; effect.View = Matrix.CreateLookAt(camPos, camPos + new Vector3(x, y, z), Vector3.UnitZ); foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); GraphicsDevice.SetVertexBuffer(vbLine); GraphicsDevice.Indices = ibLine; GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.LineList, 0, 0, vbLine.VertexCount, 0, ibLine.IndexCount / 2); GraphicsDevice.SetVertexBuffer(vbTriangle); GraphicsDevice.Indices = ibTriangle; GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vbTriangle.VertexCount, 0, ibTriangle.IndexCount / 3); } sprite.Begin(); string text = string.Format("x={0 f2} y={1 f2} z={2 f2}", camPos.X / au, camPos.Y / au, camPos.Z / au); sprite.DrawString(font, text, new Vector2(0, 0), Color.White); text = string.Format("lat={0 f0} lon={1 f0}", camLat, camLon); sprite.DrawString(font, text, new Vector2(0, 20), Color.White); sprite.End(); base.Draw(gameTime); } } }