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歌詞 動画 アルバム曲目リスト Carpal Tunnel of Love Artist Fall Out Boy Album Infinity On High Year 2007 歌詞 We take sour sips from life's lush lips And we shake, shake, shake the hips in relationships Stomp out this disaster town You'll put your eyes to the sun and say, "I know you're only blinding to keep back what the clouds are hiding." And we might've started singing just a little soon We're throwing stones at a glass moon Whoa oh, we're so miserable and stunning Whoa oh, love songs for the genuinely cunning, whoa-oh We keep the beat with your blistered feet And we bullet the words at the mockingbirds singing Slept through the weekend and dreaming Of sinking with the melody of the cliffs of eternity Got postcards from my former selves saying "How've you been?" We might've said goodbyes just a little soon (Stomp out this disaster town) Robbing lips, kissing banks under this moon Whoa oh, we're so miserable and stunning Whoa oh, love songs for the genuinely cunning Whoa oh, we're so miserable and stunning Whoa oh, love songs for the genuinely cunning, ohh… It was ice cream headaches and sweet avalanche When the pearls in our shells got up to dance You call me a bad tipper of the cradle Tired yawns for fawns on hunter's lawns We're the has-beens of husbands Sharpening the knives of young wives Take two years and call me when you're better Take teardrops of mine, find yourself wetter Whoa oh, we're so miserable and stunning Whoa oh, love songs for the genuinely cunning Whoa oh, we're so miserable and stunning Whoa oh, love songs for the genuinely cunning 動画 ) アルバム 曲目リスト FOLIE A DEUX 1. Disloyal Order Of Water Buffaloes 2. I Don t Care 3. She s My Winona 4. America s Suitehearts 5. Headfirst Slide Into Cooperstown On A Bad Bet 6. The (Shipped) Gold Standard 7. (Coffee s For Closers) 8. What A Catch, Donnie 9. 27 10. Tiffany Blews 11. w.a.m.s. 12. 20 Dollar Nose Bleed 13. West Coast Smoker 14. Beat It 15.Lullabye Infinity on High (Spec) (Dlx) (Dig) 1. Thriller 2. Take Over, The Breaks Over 3. This Ain t a Scene, It s an Arms Race 4. I m Like A Lawyer With The Way I m Always Trying To Get You Off (Me You) 5. Hum Hallelujah 6. Golden 7. Thnks fr th Mmrs 8. Don t You Know Who I Think I Am? 9. (After) Life of the Party 10. Carpal Tunnel of Love 11. Bang the Doldrums 12. Fame Infamy 13. You re Crashing, But You re No Wave 14. I ve Got All This Ringing in My Ears and None on My Fingers From Under the Cork Tree 1. Our Lawyer Made Us Change The Name Of This Song So We Wouldn t Get Sued 2. Of All The Gin Joints In All The World 3. Dance, Dance 4. Sugar, We re Goin Down 5. Nobody Puts Baby In The Corner 6. I ve Got A Dark Alley And A Bad Idea That Says You Should Shut Your Mouth (Summer Song) 7. 7 Minutes In Heaven (Atavan Halen) 8. Sophmore Slump Or Comeback Of The Year 9. Champagne For My Real Friends, Real Pain For My Sham Friends 10. I Slept With Someone In Fall Out Boy And All I Got Was This Stupid Song Written About Me 11. A Little Less Sixteen Candles, A Little More Touch Me 12. Get Busy Living Or Get Busy Dying (Do Your Part To Save The Scene And Stop Going To Shows) 13. XO 14.The Music Or The Misery My Heart Will Always Be The B-side To My Tongue 1. Nobody Puts Baby In The Corner 2. My Heart Is The Worst Kind Of Weapon 3. It s Not A Side Effect Of The Cocaine. I Am Thinking It Must Be Love 4. Love Will Tear Us Apart 5. Grand Theft Autumn (Where Is Your Boy) 1. Tell That Mick He Just Made My List of Things to do Today 2. Dead On Arrival 3. Grand Theft Autumn (Where Is Your Boy) 4. Saturday 5. Homesick at Space Camp 6. Sending Postcards from a Plane Crash (Wish You Were Here) 7. Chicago is so Two Years Ago 8. The Pros and Cons of Breathing 9. Grenade Jumper 10.Calm Before the Storm 11. Reinventing the Wheel to Run Myself Over 12. The Patron Saint of Liars and Fakes Fall Out Boy's Evening Out with Your Girl 1. Honorable Mention 2. Calm Before the Storm 3. Switchblades and Infidelity 4. Pretty in Punk 5. Growing Up 6. World s Not Waiting (For Five Tired Boys in a Broken Van) 7. Short, Fast, and Loud 8. Moving Pictures 9. Parker Lewis Can t Lose (But I m Gonna Give It My Best Shot) 上へ
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Sage's Road(To Sage's Road) Sub-Quests Treasures Encount and Enemies Map DataMap1 Map2 Map3 Map4 Sub-Quests Quest Duration Start Condition Female soldier From enter for the first time to enter Sage's Tower Talk to female soldier on Map1 Treasures Location No. Item Note Map3 a Elf Stick Treasure chest Encount and Enemies Max = Max Enemy Numbers Lv = Average Lv of enemies in the area 1st = First limit of steps 2nd = Second limit of steps Location Max Enemy1 Enemy2 Enemy3 Enemy4 1st 2nd Lv Note Map2 3 Vulture Mosquito 45 110 4 Map3 3 Vulture Mosquito 45 110 4 Map4 3 Vulture Mosquito 30 73 4 Map Data Map1 Picture No. Details Note 1 To Worldmap 2 To Map2 Map2 Picture No. Details Note 1 To Map1 2 To Map3 Map3 Picture No. Details Note 1 To Map2 2 To Map4 a Elf Stick Map4 Picture No. Details Note 1 To Map3 2 To Sage s Tower Gate
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ip_Building_a_Village|Building a Village ip_Building_a_Village_text|Once you have over a hundred men in your army you can build a village from the camp menu. ^^ This is the dark ages, and new villages and settlements rose and fell regularly.^ Using your troops to found a village will remove them from your party, its suggested you leave your best troops at a camp quarters and raise low teir troops that can used for the village founding. ^^ If you are not yet part of a kingdom, founding a village will also found a new kingdom under your rule. ^ Your court will be established at the village and can be lost if raided. ^^Villages can also be upgraded into towns. ip_armies_size|Army Size ip_armies_size_text|The size of your army, similar to the armies of the lords, depends on several factors ^^Leadership each point will increase the maximum size of your army by 5. Companions with Leadership help lead the party.^^Charisma each point of your charisma will increase the maximum size of your army by 1. It is your ability to attract men to your cause.^^Renown every 9 points will increase the maximum size of your army by 1. Fame attracts followers.^^Holdings every town will add 80 men and each fort 40 to the maximum size of your army. These spots represent men you can raise through a levy.^^Bear in mind that party size at sea is restricted by ship capacity. Extra troops can always be left at a settlement garrison, player Refuge (once built), or any Camp Quarters. ip_morale|Morale ip_morale_text|Morale represents the ability and willingness of the troops in a party to summon up the endurance, bravery, and discipline they need to face the stresses of battle and the march. It is not the same thing as the troops' happiness. Elite troops may grumble and whine about the hardships of campaigning -- but then stand together as one when the arrows start to fly. On the other hand, a commander who gives his men everything they want may find that they grow soft, and waiver before the enemy's charge.^^ Morale's greatest impact is on a party's behavior in battle, determining how aggressively troops engage the enemy, and how likely they are to break and run if they perceive the tide of battle turning against them. Morale also affects a party's march speed, as a less motivated party will move more slowly, as the men are not pushing themselves to their physical limit, and pause more frequently, as it waits for stragglers to catch up. Finally, a party with very low morale will start to suffer desertions.^^ Some factors that affect morale are intuitive. For example, a charismatic commander with a reputation for winning battles can infuse his or her men with a sense of confidence. Leaders who give their men well ample and varied supplies of food, and pay them on time, demonstrate that they care about their troops' welfare, and are less likely to lead them into disaster.^^ Other factors are less intuitive -- particularly those related to a party's sense of group cohesion. In a small tight-knit party, for example, men will often fight hard against daunting odds to avoid showing cowardice before their comrades-in-arms. A large party on the other hand may see its cohesion strained, as the commander has less time to supervise the men, listen to their grievances, and resolve their disputes. Frequent battles will strengthen the bonds between men, while long periods without combat will see the troops become bored and quarrelsome.^^ The morale report, accessibly by hitting the 'reports' button will give the player a sense of the factors affecting his or her men's morale. ip_economy|Economy ip_economy_text|Towns and villages in these lands need a wide variety of goods for their populations to remain healthy and productive. First in importance is food. Grain is the staple crop of the Isles, but people also need fat and protein in the form of meat, fish, or cheese. It takes almost as much work to preserve meat as to produce it in the first place, so salt is also in high demand. After food comes clothing heavy wool, lighter linens, or luxurious velvet. Finally, people need the tools of their trade ironware, pottery, leatherware, and, of course, arms, armor, and horses for war.^^Most agricultural products are produced in the villages, while artisans in the towns specialize in manufactured or artisanal goods like fabrics or ironware. Also, different resources can be found in different parts of the country. Consequently, the key to prosperity in Calradia is trade -- both between the villages and the towns, and between the major towns themselves.^^When trade flows, goods will be available and affordable, the population of a center will be healthy and energetic, and migrants will flock from the nearby regions. The center will produce more, consume more, and be able to contribute more in taxes to their lords. When trade dries up, towns and villages will see their workers flee to seek work elsewhere, and economic activity will drift to a stand-still. Thus, it is in the interests of rulers to protect trade routes from the hazards of war and banditry. A smart merchant, however, may want to seek out towns which have become isolated from the rest of the land, as he or she may be able to turn a tidy profit from the resulting price imbalances.^^Because villagers usually plan to take their goods to market in towns, village markets will be rather quiet places, and villagers will buy cheap and sell dear. Serious merchants will stick to the towns to make a profit, although some parties may decide to make a quick stop in a village to acquire supplies.^^A player who wants to know about the factors affecting a region's prosperity can speak to the guildmaster of the local town. Other information can be gleaned from passers-by, although they might not know very much outside of their own particular trade. ip_courtship|Courtship ip_courtship_text|Players may wish to marry into one of these lands noble families. Marriage is not necessary for a player to rise in power and stature, but it does provide players with an opportunity to improve their relation with lords and establish a claim to the throne.^^Marriage requirements will be different for males and females. A male character will usually need to pursue a traditional path of courtship. He should establish a reputation in the Isles aristocratic society, get on good terms with his bride's parents or guardians, and then woo the lady according to local custom. If a player grows impatient, he may attempt to take a shortcut -- but there will be consequences in his relations with other lords.^^A male character should keep in mind that other lords will be competing with him for the affections of the kingdom's ladies. Also, a lady's tastes are unpredictable, and a player may also find that the object of his love does not love him in return. Romance, in Calradia as elsewhere, does not always prosper. Of course, a player may resort to other, less gentlemanly means of winning a lady's heart, but again, that will have a serious impact on his reputation.^^To get started on the path of courtship, a male player should try to get involved in the social life of the Isles aristocracy, attending feasts and tournaments. Also, wandering troubadours and poets can serve as a useful repository of information on courtship, and keep the player up to date about the latest gossip.^^Female characters can also marry -- but they should keep in mind that society is very traditional, and, as adventurers, they have chosen a very unconventional path for a woman. A female character may have to look for a while to find a lord who is open-minded enough to marry her.^^On the bright side, a female character does not have to go through the elaborate rituals of courtship, and she also may gain more from a marriage than her male counterpart. For a woman adventurer, marriage can be a quick path to power -- and an unscrupulous character may be able to use her husband as a tool of her political ambitions. ip_politics|Politics ip_politics_text|The realms of the Isles, although they represent different cultures, all adhere to the same basic political system feudalism. Feudalism is based on the relationships between individuals the oaths of loyalty given by a vassal to his or her liege. In exchange for this oath, the vassal will usually receive a fief, a parcel of land whose income will be used by the vassal to raise troops to support the liege in time of war. A liege also has an obligation to protect his vassals, and to treat them justly.^^This is how it works in theory, anyway. In practice, vassals will not always work in their factions' interests, particular as they are often quarreling with one another. Nobles have different personalities, and sometimes those personalities clash. Or, perhaps two nobles were once friends, but fell out over in the aftermath of a setback or a defeat -- or because they both were wooing the same lady. Jealousies will also surface as they vie for the favor of the king -- perhaps over newly conquered lands, or over who will be given the coveted office of marshal, the lord in charge of organizing large-scale campaigns.^^When one realm in the Isles makes war on another, the political unity of the each kingdom is as important as the quality or number of its soldiers in determining the outcome. In a cohesive kingdom, nobles will join together in a large force to sweep their opponents before them. In a kingdom divided by petty quarrels, lords will fail to respond to the marshal's summons, or drift away to attend to their own business if a campaign is not going well. A faction's political cohesion will also impact warfare when campaigns are not in progress. In a divided faction, lords will be less likely to join together on raids and patrols, and come to each other's defense.^^If it seems self-defeating for nobles to bicker and quarrel when the enemy is just over the horizon, keep this in mind -- ultimately, a noble's loyalty goes not to a particular faction or culture, but to himself and to his family. If a noble fears that his faction is collapsing, or if he is being neglected by his liege, he can usually find a reason to withdraw his oath of allegiance, and change sides. Players should keep this in mind, as they may find that there are opportunities to turn discontented former enemies into allies. ip_character_backgrounds|Character Backgrounds ip_character_backgrounds_text|A player character in these lands may choose to come from a variety of social backgrounds. This choice will affect not just his or her starting skills and equipment, but also the course of his or her career as an adventurer.^^War and politics in these lands are traditionally dominated by male aristocrats. A nobleman player character may find that he is invited into this 'old boys' club' fairly quickly, but women and commoners may face a few extra hurdles on the way. If you choose to start the game as a male nobleman, you can think of it as the 'easy' setting. Starting as a noblewoman or a male commoner is somewhat more difficult, and starting as a female commoner is probably the most challenging way to begin a game.^^However, women have some starting advantages. Simply by taking up arms, a female warrior will draw attention to herself, and she may find that she can build up her reputation faster than a male. Also, it is traditionally easier for a woman to marry up the social ladder than it is for a man, and a woman may find she can gain more from a strategic marital alliance than her male counterpart.^^Finally, keep in mind that the game does not place any limits on the upward mobility of characters based on their background. Noble or common, male or female, married or unmarried -- anyone can rise to become ruler of all these lands, if they are sufficiently brave, lucky, or resourceful. ip_military_campaigns|Military Campaigns ip_military_campaigns_text|When kingdoms in the Isles go to war, their armies have two basic offensive options. They can try to attack villages and lay waste to the countryside, damaging their enemy's prestige and economy. Or, they can try to seize and hold castles or towns, taking territory This second option can involve long, bloody sieges, but will yield more decisive results.^^It is important to note that the realms of these lands do not field standing armies, which remain in the field as long as the ruler desires. Rather, realms are protected by feudal levies comprised of the major nobles and their individual retinues. Sometimes, these nobles launch their own private attacks into enemy territory, but the most decisive events will usually take place when the great hosts are assembled. The kingdom's marshal, a noble appointed by the king, will summon the host before the campaign and lead them out to battle. However, he should be careful not to keep them in the field too long. Otherwise, the host will begin to disintegrate, as the vassals drift off to pursue their own business, and the army will be vulnerable to a counter-attack.^^For this reason, the rhythm of wars in these lands often resemble the rhythm of a duel between two individual combatants. One side will gather its strength and seek to land a blow against the enemy's territory. If the marshal spends too little time gathering the vassals, he may not be able to do any real damage. If he spends too much time, then the campaign may end before it has even begun. A large realm will have an advantage over a smaller one, just as a brawny combatant has an edge over a smaller foe, but a realm's political cohesion can also be a factor, just as a fighter with great stamina can outlast her opponent. Sometimes, the armies of two realms will meet head on, resulting in a major battle in which both numbers and morale will decide the outcome.^^Kingdoms will have imperfect intelligence about their enemies. Attacking lords will need to frequently scout enemy territory to determine which fortresses may be vulnerable. An army defending its homeland will benefit from the alarms raised by castles and towns, which broadcast intelligence about enemy movements in the area. Such intelligence will be imprecise, however, particularly when it comes to numbers. A defending force which sets out to raise a siege or rescue a village may be able to overwhelm an unprepared attacker -- or it may miscalculate, and find that it is the one to be overwhelmed. Attackers, in turn, must be careful how far they advance into enemy territory, with aggressive marshals venturing further than cautious ones.^^Players will be expected to join in their faction's military campaign, either by joining the host, or by scouting ahead into enemy territory. Some players may find that their realm's marshal is too cautious, or too aggressive, for their tastes. In this case, they can intrigue with other lords to try to replace the marshal, or build support to become the marshal themselves.^^Most wars are of limited duration. A king who goes to war will, for the sake of honor, feel obligated to pursue the conflict for a short while. However, unless he is soundly beating his enemy. he may soon start looking for a way out of the conflict, lest he leave himself vulnerable to an attack by a third party. These rulers are keenly aware that today's ally may be tomorrow's enemy, and vice versa. ip_siege_warfare|Siege Warfare ip_siege_warfare_text|Age of Arthur offers siege warfare accurate to the Dark Ages period. When the player besieges a settlement, two paths can be taken to conquer the place by debilitation (hunger, diseases ...) or by assault.^^In the former case, the player's goal is to blockade the settlement and prevent it from receiving supplies or reinforcements. At the same time various actions can be performed to undermine morale, spread disease or destroy the food reserves of the settlement. This type of action will take longer, but also avoid a large number of casualties.^^In the latter case, direct action is undertaken, provided assault equipment is available or preparatory actions have been taken, such as wearing down the defenders or burning their houses and walls. This option should be used when the player feels ready to launch a full-scale assault to conquer the settlement. It has the advantage of leading to success more quickly, but usually at a relatively high cost in lives.^^In addition, when the settlement has a port, the player may equip a fleet and assault the port, leading an assault from the sea.^^The complexity and characteristics of the new siege system are too numerous to describe here in detail. The best thing is to discover and develop strategies on your own. ip_sea_travel|Sea Travel ip_sea_travel_text|Ferries on the world map transport your party between two stations. While this is cheap when your party is small, it becomes more expensive with party size.^^To travel longer distances on the sea, one may travel from one port town to another. This can be initiated from the town menu or by talking to the ship captains and befriending them in the port part of the town scene. Similar to ferries, this service becomes more expensive with party size.^^Once you have your own ship, you may embark from the port it is in by clicking on 'Sail from port' in the port menu. You will return to the map, but this time at sea on your ship. Sea travel then works much like land travel.^^There are two different ways to get back on land. You can either click on a port or use a landing point. To find a landing point, travel closely along the coast or right click on your party and select 'find closest landing point.' As with ports, click on the landing point to disembark. In either case, your ships will remain at the position where you landed.^^If your party's size is greater than the capacity of your ships, you won't be able to embark. In this case, you can establish troop quarters (Camp menu) at your current position and another troop quarters at your target position, then transport your army step by step between both quarters.^^When traveling by sea on the campaign map, you can always check the current weather. After clicking on the 'Camp' button, current conditions are shown on the left side. If the weather conditions change, you will be notified by a message in the lower left corner of the screen.^^On the one hand, windy weather is good for the speed of your ships on the campaign map and in sea battles. On the other hand, the chance that it will damage your ships also increases. Damage worsens the condition of a ship, slowing it or even destroying when the condition reaches 'Dangerous.' You may check the conditions of your ships by clicking on 'Camp' and then on 'Fleet.'^^Finally, the weather also determines the behavior of ships in battle. This can always be checked beforehand by clicking 'Camp' and then on 'Check location.'^^Sea travel is dangerous and can lower the morale of your troops. When this happens, you will be notified by a message. Troops especially dislike spending the night on the water. Therefore, consider plotting your route to make landfall by night. If morale on the sea gets too low, troops may mutiny.^^Some troops like Sailors and certain Saxon troops are experienced seamen and will increase the travel speed of your ships on the campaign map. You can check the effect on the left side of the camp menu.^^If there is more than one ship in your fleet, the speed of the fleet is determined by its slowest ship. However, as soon as you have more than one ship in your fleet, you can split the fleet. To do so, travel close to a shore. Then click on 'Camp', 'Fleet' and finally on 'Leave ship at shore' to leave the slower ship(s) there. To bring ships together again, one needs to bring them all to a port. To get a overview of all your ships at their location, click on 'Character' and then on 'Ships.' ip_sea_battle|Sea Battle ip_sea_battle_text|At some point after starting to travel on the sea, you will participate in a naval battle.^^First of all, you need to know how to control your ship. You can give the command to row forward, fast forward, backwards, or stay. The up and down arrow keys switch between these commands. You can also give the command to go straight, starboard, hard starboard, port or hard port. The left and right arrow keys switch between these commands.^^Current commands are represented by arrows around the representation of your ship in the upper right corner. Press Enter to set the sail and Backspace to get a tactical view of the scene. Try these commands to get a feeling for steering a ship and the effect of the wind.^^As soon as you get close enough to an enemy ship, boarding will commence. The ships are lashed together and the fight starts.^If you are lucky, you may capture the enemy flagship after winning the fight.^^In a sea battle where you have several ships, you can give a 'stand ground' or 'charge' command to your ships, which are assigned to the ninth 'division.' The first troops in your army list will be together with you on the flagship. The other troops will be in the remaining ships. One can change one's flagship in a port or while camping on the sea.^ ip_wounds|Wounds ip_wounds_text|The player may receive specific, debilitating wounds in battle. Physicians in larger towns will treat these wounds for a price, after which they will heal within a few days. Any negative effects will then be removed. If wound is not treated after some time, it will change to a scar, and the negative effects will then be permanent. ip_recruitment|Recruitment ip_recruitment_text|Recruitment in Age of Arthur is not always automatic but depends on a number of factors.^^Firstly, in order to recruit in a town, you need to obtain the permission of its lord. To do this, you'll need to have enough renown (150+) and be on good terms with the lord and his faction.^^For villages, you dont need to obtain permission, however the troop quality is always the lowest. ^^Once permission is obtained, you are free to recruit as long as your relations with the settlement remain positive. In villages you may be able to recruit tier 1 troops, and if have high enough relations (60+), you may be able to recruit tier 2 troops. If you happen to be the village's lord, you need only 20+ relations to do this.^^In towns, you maybe able to recruit tier 2 troops, as well as specialized troops from special cities. The maximum number of troops that you may be able to recruit is determined by your relations with the settlement, your leadership, your charisma, your religion, the predominant religion of the settlement, and whether or not you are the lord of the place.^^Other options are available. If you're Christian, you may be able to find some desperate refugees in monasteries. There is always a chance to find fellows looking for work at farmsteads. ip_skills|Skills and Attributes ip_skills_text|When creating or developing a character in Age of Arthur, one has to pay attention to the many skills and attributes. Skills like persuasion and leadership are essential for trading, wages, lord and lady interaction, and forced conversion. Attributes such as intelligence and charisma are also essential in these activities, but will also affect your ability to marry or lead people.^^There are three important skills for the sea 'Sea King,' 'Navigation' and 'Looting.'^^One's Sea King level determines the amount of ships one can command. Level one allows up to two ships. Seven ships are the maximum at the Sea King level of four.^^The Navigation skill allows one to travel faster on the sea. It is the naval equivalent of the Pathfinding skill on land (which, by the way, will not help on the sea).^^A higher Looting skill results in a higher chance of capturing enemy ships.^ ip_tactical_controls|Tactical Controls ip_tactical_controls_text|Use the keyboard NUMBERS to select a division. Press 0 to select your entire force.^^Use F1-F4 to order selected divisions. Keep the F1 key down to place selected divisions. You may target an enemy division through this mechanism.^^Pressing the ENTER key often initiates an overhead Strategy Camera.^^Pressing the BACKSPACE key often initiates a Battle Command Display with 'radar.^^Pressing the H key will make your horse come to you (requires riding skill of 4 or higher).^^Pressing the Z key will enable Crouching.^^Pressing the T key will trigger your war-cry and can be used to rally your troops.^^ ip_division_placement|Division Placement ip_division_placement_text|When ONE division is selected, the center of its front rank is placed at the spot indicated.^^When MANY divisions are selected, they are separated and spread out as if the player were standing at the spot indicated.^^One may memorize the placement of selected divisions relative to the player by pressing F2, F7. Default is infantry to the left, cavalry right, and ranged forward. Placement is overridden for any division the player chooses to personally head through the Formations Options menu.^^If the camp menu game option is set, divisions will rotate to face the enemy. Otherwise, they will maintain the facing that the player had when they were placed. ip_formations|Formations ip_formations_text|The Complex Formations on the Battle Menu are ^^- RANKS with best troops up front^- SHIELD WALL, ranks with shields in front and longer weapons in back^- WEDGE with best troops up front^- SQUARE in no particular order^- NO FORMATION^^Even in the last case, the player can make formations up to four lines by ordering Stand Closer enough times. ip_children|Children ip_children_text|Children can play an important part of Age of Arthur. Both the player and NPC's can have children during the course of the game.^^ For NPC's, children give factions new lords and ladies, while also creating heirs for faction leaders.^^ For players, children grant both new companions, or lords if the player is a vessel/monarch of their own lands.^If the player is female, they must be careful when entering battle while pregnant as being wounded can cause the death of their child and bad relations with your husband.^^ Both male and female players should be married before having children or their child will be a Bastard.^ ip_quarters|Quarters ip_quarters_text|Quarters allow you to leave some of your troops at a particular location on the map. You can have up to two quarters.^^There are several scenarios which make quarters useful ^- If you need to travel on a boat, but you can't afford to pay passage for all your troops^- If the capacity of your fleet isn't big enough to transport all your troops at the same time^- If you want to sneak into a town^- If you want to travel faster over the world map ip_war_cry|War Cry ip_war_cry_text|You can use a war-cry in battle to rally your men, hit 'T' to do so. This has the best effect of the troops closest to you on the field. ip_horse_calling|Call your Horse ip_horse_calling_text|If you riding skill is higher then level 3 you can call your horse (provided you have one) during battle by hitting 'H'. ip_special_triats|Special Traits ip_special_triats_text|Once you go past level 12 special traits become possible, however you will need to meet the conditions and play style to develop one.^^ They include ^^ Words-smith A person who read books, or learns poems and has recruited companions or lovers. This trait unlocks a more powerful war-cry use it once per battle by hitting 'Y' ^^ Trickster A person who has won many battles no matter the cost and either has taken many lords prisoner, or has many enemies. This trait unlocks shield taunting in battle use it by hitting 'Y' ^^Musician A person who has leaned a number of poems and either carries a musical instrument or has developed their entertainment skills. This trait gives you a horn, use it in battle to inspire men by hitting 'Y'^^ Knowledge of the Dark arts (magic must be turned on in mod option), A person who has studied magic and knows the right companion. This trait unlocks spell casting in battle by hitting 'Y'^ ip_ambushing|Ambushing ip_ambushing_text|Ambushing was an important part of dark age battle tactics. To this end, both the player and AI can set ambushes.To set an ambush you will need to hold down the left CTRL key while hitting 'A' on the overland map. Also an ambush will only remain set while you stay resting in the same map position.^^You can increase the effectiveness of ambushes by increasing you parties tactics and spotting skills. ip_partition_laws|Partition Laws ip_partition_laws_text|Every kingdom in Age of Arthur now has their own possible succession laws which govern how heirs will inherit lands upon a rulers death. If a kingdom is big enough, and has more then one possible heir these laws come into play...^^Confederate Partition In this law all sons/daughters and eldest brother have a chance of being included in succession. Depending on how large a kingdom is it may be divided up to three times. The kingdom vessels and former monarchs wealth will be divided among them equally. Although the main title holder (the oldest heir) does maintain a slight advantage it can severly weaken their original kingdom. All kingdoms start at this level, though it can be even more devestating for Britonnic kingdoms.^^Regular Partition After game year 508 (530 for Britonnic Kingdoms) regular partitions become available. In this case, although the kingdom is still divided, the eldest brother is no longer included in succession if there are sons/daughters and the main heir does maintain a greater advantage when dividing up vessels and wealth.^^High Partition In this case a kingdom can only be divided once between the two eldest sons/daughters. The main heir maintains most of the kingdoms vessels and wealth and the second heir will be an ally/tributary of the eldest. This law is not available until the year 540 (or 560 for Britonnic Kingdoms).^^No Partition / Single heir After the year 550 the single heir law becomes available and thus returns to default play of the eldest inheriting everything.^^In order to change the laws for your kingdom you need to be the factions head of government and talk to your chancellor. They will call a vote of your vessels and you will need a majority of yes votes for the law to change.^If you are a vessel in another kingdom, your liege may call the vote to change laws from time to time, yet either way a majority of yes votes are needed. ip_stress_system|Stress System ip_stress_system_text|From now on decisions you make during your course of play, or events such as running our of food, can cause you stress.^^ If you make choices that don't align with your current honor rating, or personality you will see stress start to mount. Having high stress unlocks a number of possible negative health events and could even cause your character to loss thier mind!^^ Once stress gets too high you will suffer a mental break and will be forced to pick an activity to reduce stress, though at a cost of possible wealth, ability or even changes to your body wieght. Stress adds another element to consider when making decisions.
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OSU!! 音ゲ?まぁ音ゲ。 押忍!闘え!応援団!みたいなゲーム。 曲は個人が作ってるのをDLして遊ぶ感じで 曲数も多いしマルチプレイも可能! 暇ならどうぞ。 導入まとめサイト → http //ameblo.jp/damekuma/entry-10200678709.html 曲(Beatmap)に関しては、他人から貰ったりも可能です。 マルチプレイ中は曲もって無い人はサイトに行って落として入れてから 一緒にプレイ可能となりますので、誰かとやってあの曲とか無いの?とか 聞いたら出てきたりするかもしれません。 現在の課題曲 とにかくみんなでクリアを目指している曲。 基本的に無理ゲー。 Tachibana Miya - Miya to Tengoku to Jigoku ぶっとんで難しいぶっ壊れ曲。 完全にプレイヤーを煽っている。 クリア難易度 ☆☆☆☆☆ Aim難易度 ☆☆☆☆☆ 連打難易度 ☆☆☆☆☆ Nico Nico Douga - Owens HPドレインがまだ優しいのである程度は生き残れる印象。 しかし終始落ち着きのない譜面配置はプレイヤーの生命を削っていく。 クリア難易度 ☆☆☆☆☆ Aim難易度 ☆☆☆☆☆ 連打難易度 ☆☆☆☆ Sound Horizon - Raijin no Hidariude とにかくHPドレインが厳しい。クリアを安定させるにはフルコン安定にする必要がある。 マトも大きいのでHPさえ気にしなければそれほど難しい譜面ではない。 クリア難易度 ☆☆☆☆☆ Aim難易度 ☆☆ 連打難易度 ☆ お勧め譜面 (r - )r hamuri 推薦曲 基本的に曲重視で紹介。 ZUN - Hartmann's Youkai Girl 中盤にジャンプ+スライダーという厳しい箇所がある。しっかり乗り切らないと殺されてしまう。 後半は見づらくなる上に、譜面もなかなか難しい。 クリア難易度 ☆☆☆☆ Aim難易度 ☆☆☆ 連打難易度 ☆ ND Lee - Y かなり曲がかっこいい。譜面は初心者に優しく簡単かつ、フルコンが取りやすい。稼ぎ曲。 クリア難易度 ☆ Aim難易度 ☆ 連打難易度 ☆
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Savage 2 とは?ゲーム概略 ゲーム紹介記事 ゲーム動画戦闘ユニットプレイ動画 コマンダープレイ動画 Savage 2 とは? ゲーム概略 FPSとRTSが融合した,ユニークなゲームスタイルが特徴のゲームSavage:The Battle for Newerthの続編です。 ヒューマンとビースト、2種族の勢力争いをメインとしたゲームで、プレイヤーはTPS/FPS視点で戦う戦闘ユニットと、RTS視点で建築や作戦指揮を行うコマンダーを選んでプレイする事が出来ます。 2008年12月よりフリーアカウントを作成すれば無料でプレイできるようになりました。 国内サーバも建っていますので、面白そう!と思った方はダウンロードして早速プレイしてみましょう! Savage 2 - A Tortured Soul http //savage2.s2games.com/main.php ゲーム紹介記事 4Gamer.net ― Savage 2 A Tortured Soul[PC] http //www.4gamer.net/games/023/G002398/ FPS と RTS を融合させた『Savage 2 A Tortured Soul』が無料でプレー可能に | Negitaku.org e-Sports http //www.negitaku.org/news/9931/ ゲーム動画 ゲーム画面を用いたプロモーションムービー http //www.gametrailers.com/player/29753.html 誰にも知られてないバックグラウンドストーリー http //www.gametrailers.com/player/29754.html 戦闘ユニットプレイ動画 YouTube(HD) 画面下"HDで表示する"をクリックすると高画質になります ビースト側 http //www.youtube.com/watch?v=NESUCDwu2-o feature=channel_page http //www.youtube.com/watch?v=sH0Gkc9K5MM feature=channel_page ヒューマン側 http //www.youtube.com/watch?v=iCMYuCsgHcg feature=channel_page http //www.youtube.com/watch?v=DdDK0Eu1txE feature=channel_page ニコニコ動画 ビースト側 http //www.nicovideo.jp/watch/sm2200014 ヒューマン側 http //www.nicovideo.jp/watch/sm2224066 Zoome高画質版 ビースト側 http //circle.zoome.jp/savage2/media/3/ http //zoome.jp/rosine/diary/8/ ヒューマン側 http //circle.zoome.jp/savage2/media/2/ コマンダープレイ動画 YouTube(HD) 画面下"HDで表示する"をクリックすると高画質になります ビースト側 http //www.youtube.com/watch?v=S5u3Vcn3ncc feature=channel_page ヒューマン側 http //www.youtube.com/watch?v=y2Efcb0WqQ4 feature=channel_page
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TOXICOLOGICAL PROFILE FOR WHITE PHOSPHORUS -index ▼2 HEALTH EFFECTS ▼▼2.2 DISCUSSION OF HEALTH EFFECTS BY ROUTE OF EXPOSURE 2.2.4 Dermal Exposure (Burn) 皮膚被曝(火傷) 2.2.4 Dermal Exposure (Burn)2.2.4.0 2.2.4.1 Death 死 2.2.4.2 Systemic Effects 全身的影響Cardiovascular Effects 循環器影響 Hematological Effects 血液学的影響 Hepatic Effects 肝臓影響 Renal Effects. 腎臓影響 Dermal Effects. 皮膚への影響 Ocular Effects. 眼科的影響 Other Systemic Effects. その他の全身的影響 2.2.4.3 Immunological and Lymphoreticular Effects 免疫系およびリンパ系への影響 2.2.4.4 Neurological Effects 神経系への影響 2.2.4.5 Reproductive Effects 生殖機能影響 2.2.4.6 Developmental Effects 成長影響 2.2.4.7 Genotoxic Effects 遺伝毒性影響 2.2.4.8 Cancer ⇒誤訳ご指摘など 2.2.4.0 No studies were located regarding health effects in humans or animals after dermal exposure (burn) to white phosphorus smoke. 白リン弾の煙の皮膚被曝の後の、ヒトや動物に対する健康影響に関する研究はありません。 2.2.4.1 Death 死 A high rate of mortality (12 of 27) in humans occurred following accidental explosions from ignited white phosphorus in munitions factories (Walker et al. 1947). 人間の高い死亡率(27人中12人)は軍需工場で発火した白リンの爆発事故のあとにもたされました。(ウォーカー他 1947). The workers that died had third-degree burns over 35-90% of their body surface. Those surviving had burns over 19% of the body surface. These burn cases followed a course that was “indistinguishable” from that of nonphosphorus related third-degree burns. Thus, death apparently resulted from the burns alone, with no contributing factor from white phosphorus. 死んだ労働者は、体表面35-90%に火傷を負ったIII度熱傷でした。 生存者も体表面の19%以上のやけどが負いました。これらのやけどのケースでは、「非-リン」であるIII度熱傷と「区別がつかない」治療手順が施されました。したがってそれらの死は、白リンからの寄与要因ではなく火傷単独によって引き起こされたことは明らかです。 In animal studies using experimental white phosphorus burns, there is evidence that white phosphorus or phosphorus compounds remaining in the burn site may contribute to the increased mortality. 実験的に白リンのやけどを起こした動物研究では、やけどの患部に残っている白リンやリン化合物が死亡率の増加に貢献したと推測できる証拠がしめされてます。 New Zealand White rabbits received white phosphorus burns or branding burns (control group) over l0-20% of the body surface (Bowen et al. 1971). The mortality rate was 65-85% in rabbits burned with white phosphorus, compared to 0% in the control group. Most deaths occurred within the first 18-24 hours. ニュージーランド白ウサギは、体表面のl0-20%の白リンによる火傷か、焼印による火傷を負わされました(コントロール=対照)。 (Bowen et al. 1971) 死亡率はコントロール集団が0%であるのに比べて、白リンで火傷を負ったウサギでは65-85%でした。 ほとんどの死が最初の18~24時間以内に起こりました。 Clinical signs prior to death included a generalized depression and twitching. Results from serum chemistry and EKG tests prior to death indicated that white phosphorus burns may produce a decrease in the calcium/phosphorus ratio, with potentially lethal effects on heart function. Animals that died had decreased serum calcium (80% of those that died) and increased serum phosphorus (100% of those that died). Rabbits that died generally had major shifts in EKG readings, while survivors had minor EKG changes. 死の前の臨床的徴候には、全身的な衰弱と筋肉収縮を伴っていました。 死の前の血液生化学検査とEKGテストからの結果では、白リンのやけどがカルシウム/リン比の減少を起こしてるだろうことを示しました、心臓機能への潜在的に致命的な効果としてです。 死んだ動物が、血清カルシウムを減少(死んだものの80%)させて、血清リンを増加(死んだものの100%)させました。 死んだウサギは、全般的に、EKG(心電図)の読み込みでは大きな変移を示しましたが、生存個体ではEKG(心電図)の変移は小さなものでした。 Three other studies used rats as models of acute dermal burn. Doses of 29 mg/kg/day (Ben-Hur et al. 1972), 100 mg/kg/day (Ben-Hur and Appelbaum 1973), and . 182 mg/kg/day (Eldad and Simon 1991) resulted in 5 of 10 (50%), 4 of 8 (50%), and 16 of 16 (100%) deaths, respectively, in the groups that were burned with white phosphorus. Although each of the studies using rats had a control group, none of the studies reported incidences of mortality in the control group. 別の3つの研究では急性の皮膚火傷のモデルとしてラットを使用しました。 29mg/kg/dayの投与量(ベンハー他 1972)、100mg/kg/day(ベンハーとアッペルボム1973)、および、182mg/kg/day(Eldadとサイモン1991)の白リンで火傷を負ったグループでは、それぞれ、10個体中の5個体(50%)、8個体中の4個体(50%)、16個体中の16個体(100%)が死にました。ラットを使用したそれぞれの研究はコントロール集団も対照していましたが、コントロール集団の死亡の事実を記述した研究は一つもありません。 ※体重60キロなら、29mg/kg/dayは1740mg=1.74gに相当する。100mg/kg/dayは6.000mg=6.0gに相当する。182mg/kg/dayは10,920mg=10.92gに相当する。 Changes in clinical serum and urinary parameters, as well as microscopic examination of tissues, generally indicated severe liver and kidney damage. Acute renal and/or hepatic failure was the probable cause of death. Severe hepatic, renal, and capillary damage was also indicated by light and phase-contrast microscope (Ben-Hur et al. 1972; Ben Hur and Appelbaum 1973). 臨床の血清と尿のパラメタにおける変化、および組織の顕微鏡検査では、全般的に重篤な肝臓と腎臓の損傷を示しました。 急性の腎臓と肝臓の、いずれも或いはいずれかの不全は、考え得る死因でした。 重篤の、肝臓、腎臓そして毛細血管損害は、光学顕微鏡と偏光顕微鏡によって示されました。(ベンハー他 1972; ベンハーとアッペルボム1973). 2.2.4.2 Systemic Effects 全身的影響 p73 No studies were located regarding respiratory, gastrointestinal, or musculoskeletal effects in humans or animals after dermal (burn) exposure to white phosphorus. The highest NOAEL value and all reliable LOAEL values for systemic effects in each species and duration category are recorded in Table 2-3. 白リン皮膚被曝(火傷)後の、ヒトまたは動物の呼吸器、胃腸、筋骨格への影響に言及する研究は見つかりませんでした。全身的な影響に就いての最も高いNOAEL値とすべての信頼できるLOAEL値が、それぞれの種別、持続時間カテゴリ別にTable2-3に記録されています。 ※NOAEL(no observed adverse effect level)無毒性量:有害な影響がそれ以下では観測されない曝露量 ※LOAEL(Lowest Observed Adverse Effect Level); 毒性試験において有害な影響が認められた最低のばく露量 Table 2-3 Cardiovascular Effects 循環器影響 Transient electrocardiogram alterations, indicative of myocardial-ischemia, were observed in an individual burned by an unknown amount of white phosphorus (Summerlin et al. 1967). The electrocardiogram returned to normal 5 days after being burned. 一時的な心電図変化、心筋虚血の暗示、は未知の量の白リンによって火傷を負った個人で観測されました(サマーリン他1967)。 心電図は火傷を負ってから5日後には正常に戻りました。 In rabbits burned by an unknown amount of white phosphorus, electrocardiogram alterations (prolongation of QT interval, ST segment depression, T-wave changes, bradycardia, and low voltage QRS complex) indicative of myocardial damage were observed; however, no histological alterations were observed in the heart (Bowen et al. 1971). 未知の量の白リンによって火傷を負ったウサギの中には、心筋障害を示した心電図変更(QT間隔の延長、ST分割低下、T波変化、徐脈、およびQRS群の低圧)が観測されました。 しかしながら、心臓の組織学的変化は全く観察されませんでした。(ボーエン他1971) Hematological Effects 血液学的影響 Anemia, hemolysis, and leukocytosis have been observed in individuals burned by an unspecified amount of white phosphorus (Summerlin et al. 1967; Walker et al. 1947). Because copper sulfate is often used to treat white phosphorus burns, it is difficult to determine whether the anemia and hemolysis were due to copper or white phosphorus poisoning. Copper can be absorbed from the burn injury or wound after topical application of copper sulfate to white phosphorus burn surfaces (Bowen et al. 1971; Summerlin et al. 1967). Acute copper intoxication is characterized by hemolytic anemia with intravascular hemolysis (Summerlin et al. 1967) 貧血、溶血、および白血球増加症は未知の量の白リンによって火傷を負った個人で観察されました(サマーリン他1967; ウォーカー他1947)。 硫酸銅が白リンの火傷の治療にしばしば使用されるので、貧血と溶血が銅の毒性によるのか白リンの毒性によるのかを決定するのは難しいのです。 白リンの火傷表面へのよくある治療である硫酸銅の塗布後に、銅は熱傷や傷口から吸収されます(ボーエン他1971; サマーリン他1967)。 急性の銅中毒は、脈管内溶血を伴う溶血性貧血によって特徴付けられます(サマーリン他1967)。 No studies were located regarding hematological effects in animals after dermal (burn) exposure to white phosphorus. 白リンの皮膚(やけど)曝露後の血液学的影響に関する、動物実験の研究は見つけられませんでした。 Hepatic Effects 肝臓影響 Jaundice, hepatomegaly, and increased serum bilirubin levels have been observed in humans with white phosphorus-induced burns (Song et al. 1985; Summerlin et al. 1967; Walker et al. 1947). 黄疸、肝腫大、および血中ビリルビン値の増大は、白リンで誘発された火傷を負った人で観察されました。(Song他1985; サマーリン他1967; ウォーカー他1947) In rats burned once with 29 or 100 mg/kg/day white phosphorus, an increase in ALT levels, necrosis, ballooning degeneration of hepatocytes, and microthrombi in the portal veins have been observed (Ben-Hur and Appelbaum 1973; Ben-Hur et al. 1972). In rabbits burned by white phosphorus (dose not reported), semm calcium and phosphorus levels were normal, and no morphological damage was observed (Bowen et al. 1971). No longer-term human and animal studies examining hepatic effects were found. 29mg/kg/dayか100mg/kg/day 一回投与の白リンで火傷を負ったラットでは、ALTレベルの増加、壊死、肝細胞の膨張変性、および門脈の微小血栓が観察されました(ベンハーとアッペルボム1973; ベンハー他1972)。 白リン(投与量の報告なし)で火傷を負ったウサギでは、semmカルシウムとリン濃度は正常でした、そして、形態学的損傷は全く観察されませんでした(ボーエン他1971)。長期間に渡る人間或いは動物実験で肝臓影響を調べる研究は見つけられました。 Renal Effects. 腎臓影響 Evidence of renal damage was observed in individuals burned once with white phosphorus. Increased blood urea nitrogen (Summerlin et al. 1967), increased urinary levels of protein and urea nitrogen (Walker et al. 1947), and signs of acute renal failure (Song et al. 1985) have been observed. 腎障害に関する証拠は一度白リンで火傷を負った個人で観察されました。 血中尿素窒素の増加(サマーリン他1967)、尿中タンパク質と尿素窒素レベルの増加(ウォーカー他1947)、および急性腎不全の兆候(Song 他1985)が観察されました。 No longer term human studies were identified. Some of the blood/serum chemical changes are also found in thermal burn patients and cannot necessarily be ascribed to white phosphorus toxicity. 長期間の研究は一つも特定されません。 いくつかの血液/血清化学変化が熱傷患者で見つかりましたが、必ずしも白リンの毒性のせいだどするには至りませんでした。 However, controlled animal studies (discussed below) have shown similar effects that have been attributed to white phosphorus. しかしながら動物による対照実験(以下で議論)は、白リンによる結果と考えられる類似作用を示しました。 p74 The severe histological alterations that have been observed in animals acutely burned with 29-200 mg/kg/day white phosphorus, support the effects observed in humans. Necrosis and vascular degeneration of the proximal tubule and ischemic changes in the glomerulus of rats were observed (Applebaum et al. 1975; Ben-Hur and Applebaum 1973; Ben-Hur et al. 1972). 29-200mg/kg/dayの白リンで急性火傷を負わせた動物で観察された重い形態学的変性が、人間で見られる影響をサポートしました。ラットでは基部細管における壊死と血管変性、そして球糸体の虚血性変異が観察されました。(Applebaum他 1975; ベンハーとApplebaum1973。 ベンハー他 1972). In addition to these histological alterations, increased blood urea nitrogen levels, excessive diuresis, oliguria, decreased creatinine clearance, and renal failure have been observed (Ben-Hur et al. 1972). これらの組織学的な変性に加えて、増加する血中尿素窒素レベル、過度の利尿、乏尿症、減少するクレアチニン・クリアランス、および腎不全が観測されました。(ベンハー他 1972). No histological alterations were observed in the kidneys of rabbits burned once with an unreported amount of white phosphorus (Bowen 1971). No longer-term derrnal (burn) animal studies were located. 非報告量の白リン一回曝露で火傷を負わされたウサギの腎臓では、組織学的な変性は観測されませんでした(ボーエン1971)。 長期間にわたる皮膚被曝(火傷)の動物研究は見つけられません。 Dermal Effects. 皮膚への影響 Dermal effects have resulted from white phosphorus-induced burns during pesticide manufacture and from incendiary munitions explosions (Konjoyan 1983; Song et al. 1985; Summerlin etal. 1967; Walker et al. 1947). 皮膚への影響は、殺虫剤製造中の白リン誘発火傷と焼夷兵器の爆発から結果を得ました。(Konjoyan1983; Song 他 1985; サマーリンetal 1967; ウォーカー他 1947). Many white phosphorus-induced burns are second and third degree. Burn damage to the skin tissue is believed to result not only from heat but also from the corrosive action of phosphoric acid and the hygroscopic (moisture-absorbing) properties of phosphorus pentoxide, which is generated by the oxidation of white phosphorus (Ben-Hur and Appelbaum 1973). 多くの白リン誘発やけどは第II度か第III度です。 皮膚組織へのやけどのダメージは熱からだけではなく、リン酸の腐食活動と五酸化リンの吸湿特性(湿気の吸収)によると信じられています。五酸化リンは黄リンの酸化で発生します。(ベンハーとアッペルボム1973) Severe white phosphorus burns also tend to heal more slowly than other types of third-degree thermal burns. また、重度の白リン火傷は他の第III度熱傷よりも治癒が遅れる傾向にあります。 Rat models of acute dermal burn exposure revealed necrosis of the skin at exposure levels of 29 mg/kg/day (Ben-Hur et al. 1972) and 100 mg/kg/day (Ben-Hur and Applebaum 1973), and delayed wound healing at 100 mg/kg/day. ラットの急性皮膚やけど曝露モデルでは、曝露レベル29mg/kg/day(ベンハー他 1972)と100mg/kg/day(ベンハーとApplebaum1973)で、あきらかな皮膚壊死を見ました。曝露レベル100mg/kg/dayでは傷の快復が遅れました。 Ocular Effects. 眼科的影響 Ocular effects have resulted from white phosphorus-induced burns during pesticide manufacture and from incendiary munitions explosions (Konjoyan 1983; Song et al. 1985; Summerlin et al. 1967; Walker et al. 1947). Many white phosphorus-induced burns are second and third degree. Burn damage to the skin tissue is believed to result not only from heat, but also the corrosive action of phosphoric acid and the hygroscopic (moisture-absorbing) properties of phosphorus pentoxide which is generated by oxidation of white phosphorus (Ben-Hur and Appelbaum 1973). Also, severe white phosphorus burns tend to heal more slowly than other types of third-degree thermal burns. 眼への作用は、殺虫剤製造中の白リンによる火傷と、焼夷兵器の爆発から起きました。(Konjoyan1983; Song 他1985; サマーリン他1967; ウォーカー他1947) 白リンで誘発されたやけどの多くはII度またはIII度です。 皮膚組織へのやけどの損傷は熱からだけではなく、白リンの酸化反応で生成するリン酸の腐食機能や五酸化リンの吸湿(湿気を吸収すること)特性によっても引き起こされると信じられています(ベンハーとアッペルボム1973)。また重い白リンのやけどは、他のタイプの第III度熱傷より快復が遅いという傾向があります。 Transient local necrosis and congestion were reported after smoking particles of white phosphorus were discovered in the tarsal and bulbar conjunctival sacs of a dermal burn patient (Scherling and Blondis 1945). The conjunctival effects were completely absent by 4 days post-exposure. 一時的な局所壊死と充血が、白リンの煙粒子が瞼板と球状結膜嚢の中で発見された後に、報告されました(ScherlingとBlondis1945)。結膜への影響は被曝4日後には完全になくなりました。 No studies were located regarding ocular effects in animals after dermal (burn) exposure to white phosphorus. 白リン皮膚被曝(火傷)後、動物に及ぼす影響に関する実験研究はありません。 Other Systemic Effects. その他の全身的影響 No studies were located regarding other systemic effects in humans after dermal (burn) exposure to white phosphorus. 白リン皮膚被曝(火傷)後の、ヒトに対するその他の全身的影響に関する研究は、見つけられませんでした。 In rabbits burned once with an unknown amount of white phosphorus, serum hypocalcemia and hyperphosphatemia were observed (Bowen et al. 1971). No longer term dermal (burn) exposure studies were located. 未知の量の白リンで一回火傷を負わされたウサギでは、血清低Ca血症と高リン血症が観察されました(ボーエン他1971)。 (その他の全身的影響に関する)長期間の皮膚被曝(やけど)の研究は見つけられませんでした。 2.2.4.3 Immunological and Lymphoreticular Effects 免疫系およびリンパ系への影響 Leukocytosis was observed in individuals burned by an unspecified amount of white phosphorus (Walker et al. 1947). 白血球増加症は、未知の量の白リンによって火傷を負わされた個人で観測されました(ウォーカー他1947)。 No studies were located regarding immunological or lymphoreticular effects in animals after dermal (burn) exposure to white phosphorus. 白リンの皮膚被曝(火傷)のあとの、免疫系およびリンパ系への影響に関する動物実験的研究はありません。 2.2.4.4 Neurological Effects 神経系への影響 An individual lapsed into a deep coma a number of hours after being burned by white phosphorus (Walker et al. 1947). Depression, poor responsiveness to stimuli, shivering, twitching, and anorexia were observed in rabbits burned by white phosphorus (no dose reported) (Bowen et al. 1971). ひとりの人が、白リンによって火傷を負った何時間も後に、深い昏睡状態に陥りました(ウォーカー他1947)。 憂うつ、刺激に対する反応の減退、身震い、筋肉収縮、および拒食症が、白リン(投与量の報告なし)によって火傷を負わされたウサギで観察されました(ボーエン他1971)。 No studies were located regarding the following health effects in human or animals after dermal (burn) exposure to white phosphorus 白リンの皮膚被曝(火傷)の後のヒトおよび動物に対する、以下の影響に就いての研究報告は見つかっていない。 2.2.4.5 Reproductive Effects 生殖機能影響 2.2.4.6 Developmental Effects 成長影響 2.2.4.7 Genotoxic Effects 遺伝毒性影響 Genotoxicity studies are discussed in Section 2.5. 遺伝毒性研究については、セクション2.5で議論します。 2.2.4.8 Cancer No studies were located regarding cancer in humans or animals after dermal (burn) exposure to white phosphorus. 白リンの皮膚被曝(火傷)の後の、ヒトおよび動物におけるガンに関する研究は、見つかりません。 2.2 DISCUSSION OF HEALTH EFFECTS BY ROUTE OF EXPOSURE 誤訳ご指摘など(ツリー式) 名前
https://w.atwiki.jp/realizecosmicyarn/pages/276.html
この度、チーム「愉快な仲間たち」さんと、合併させていただきました チーム「NOAH type.S」と申します。 今後、よろしくお願いいたします。 ・NOAHについて こちら、「リアライズ・コズミック・ヤーン」さんのWikiではありますが、 NOAHの紹介を少しだけさせていただきます。 チーム「NOAH」は、2013年3月に設立し、その数ヵ月後に一度解散しました。 そして、2代目「NOAH」が設立されましたが、さまざまな諸事情により、1ヶ月ほどで解散。 その後、NOAHの派生チーム、「ロストハート」が設立されました。 ですがその「ロストハート」は、現在マスターが交代され、ほとんど別のチームとなっています。(現在は、元NOAH(ロストハート)のメンバーはチーム「desired bullet」にいます。) ロストハート改正後、私は、「一新した、新しい『NOAH』」をモットーに、チーム「NOAH type.S」を設立しました。 NOAHのチームサイトです→http //meraruukun.blog.fc2.com/blog-entry-7.html ・NOAHに所属していたメンバーリスト ☆腐音ハヤ ○ヒジリ○たまいしおり◎ロフィアナ ○雷堂 ○桃萌 ○ルイスFメルクリウス ○KILL ○msy3a ○kazuki ○たつちゃん これらのメンバーリストは合併当時のリストです。 現在は脱退しているメンバーが何人かおります。ご了承ください…
https://w.atwiki.jp/toho/pages/4775.html
Wie geht's? サークル:ばんだいく Number Track Name Arranger Original Works Original Tune Length 01 星の器 ~ Casket of Star ばんだいく 東方幻想郷 星の器 [-- --] 02 アンティークテラー ばんだいく 秋霜玉 アンティークテラー [-- --] 03 天空アーミー ばんだいく 秋霜玉 天空アーミー [-- --] 04 桜花之恋塚 ~ Flower of Japan ばんだいく 稀翁玉 桜花之恋塚 [-- --] 05 ディザストラスジェミニ ばんだいく 秋霜玉 ディザストラスジェミニ [-- --] 06 魔界地方都市エソテリア ばんだいく 東方星蓮船 魔界地方都市エソテリア [-- --] 07 広有射怪鳥事 ~ Till When? ばんだいく 東方妖々夢 広有射怪鳥事 [-- --] 08 エニグマティクドール ~ God Knows ばんだいく 稀翁玉 エニグマティクドール [-- --] 09 虎柄の毘沙門天 ばんだいく 東方星蓮船 虎柄の毘沙門天 [-- --] 10 法界の火 ばんだいく 東方星蓮船 法界の火 [-- --] 11 蓬莱伝説 ばんだいく 蓬莱人形 蓬莱伝説 [-- --] 12 さくらさくら ~ Japanize Dream... ばんだいく 東方妖々夢 さくらさくら [-- --] 詳細 東方Project HARD DANCE/HARD TRANCE×HARDROCKアレンジ。 博麗神社例大祭7(2010/3/14)にて頒布 イベント価格:1,000円 ショップ価格:?円(税込:?円) レビュー 名前 コメント
https://w.atwiki.jp/cavc/pages/246.html
販売元 YAMAHA MUSIC COMMUNICATIONS DVD発売日 2009/09/23 解説 デビュー10周年を振り返った記録的作品'89「CHAGE&ASUKA HISTORY I ~10years after~」、「CHAGE&ASUKA HISTORY II ~PRIDE~」SAY YESで大ブレイクし30公演、30万人を動員した'91「CONCERT MOVIE GUYS」、小さな町一つ分に相当するという大規模なセットと照明が見所'92「SPECIAL EVENT 93 GUYS~夢の番人~」。最盛期と呼ぶに相応しいエネルギッシュなステージが初DVD化。 収録曲 CHAGE ASKA HISTORY Ⅰ Ⅱ~10 years after~PRIDE~ 01 WALK(PV) 02 モーニング ムーン 03 あきらめのBlue Day 04 流恋情歌 05 ひとり咲き 06 万里の河 07 男と女 08 ボヘミアン 09 LOVE SONG 10 ロマンシング ヤード(PV) 11 TURNING POINT 12 声を聞かせて 13 恋人はワイン色 14 MOON LIGHT BLUES 15 狂想曲(ラプソディ) 16 Mr.ASIA 17 WALK 18 ひとり咲き 19 熱い想い 20 心のボール(PV) 21 BELIEVE IT? 22 モーニング ムーン(PV) 23 黄昏を待たずに 24 風のライオン 25 Count Down 26 指環が泣いた 27 SAILOR MAN 28 TURNING POINT 29 MOON LIGHT BLUES 30 PRIDE CHAGE ASKA 夢の番人 SPECIAL EVENT 1993 GUYS 01 GUYS 02 夢の番人 03 CRIMSON 04 夢 05 SAY YES 06 野いちごがゆれるように 07 光と影 08 MOON LIGHT BLUES 09 HANG UP THE PHONE 10 嘘 11 太陽と埃の中で 12 LONDON POWER TOWN 13 YAH YAH YAH 14 ロマンシング ヤード 15 no no darlin’ CHAGE AND ASKA CONCERT MOVIE GUYS 01 SAY YES 02 太陽と埃の中で 03 Love Affair 04 DO YA DO 05 CATCH RELEASE 06 Trip 07 終章~エピローグ~ 08 はじまりはいつも雨 09 LOVE SONG 10 モーニング ムーン 11 モナリザの背中よりも 12 Energy 13 SAY YES 14 僕はこの瞳で嘘をつく 15 Mr.ASIA 16 ロマンシング ヤード 17 WALK 18 BIG TREE 19 Making of GUYS
https://w.atwiki.jp/aias-closurecompiler/pages/15.html
トップページ Closure Compiler Service API Closure Compiler Service APIはClosure Compilerの機能をWeb-APIとして提供します。この方式ではユーザプログラムは直接APIサーバとHTTP-POST通信を行い、処理結果を受け取れるようになります。 Closure Compiler Service UIは短いコードを使ってCompilerを試してみる分にはとても良いアプリケーションです。しかしあなたがJavaScriptのコンパイルプロセスを自動化したいと考えていたり、あるいはコンパイル処理を(IDEの拡張機能のようなかたちで)ビルドプロセスの一部として組み込みたいと考えているのであれば、Closure Compiler Service APIの利用は検討する価値があります。 以下では簡単なアプリケーションを作成しながら、何段階かに分けてAPIの使い方を説明します。 Closure Compiler Service APIのリファレンスは、こちらを参照してください。 このページは公式サイトの以下のページを元に作成しました。http //code.google.com/closure/compiler/docs/gettingstarted_api.htmlhttp //code.google.com/closure/compiler/docs/api-tutorial1.htmlhttp //code.google.com/closure/compiler/docs/api-tutorial2.html 目次 APIサーバのURL 最も単純なサンプルアプリケーション APIとの通信 JavaScriptファイルをAPIに渡すには データサイズの制限 APIサーバのURL Closure Compiler Service APIへのリクエストは、下記のURLへ送信してください。 http //closure-compiler.appspot.com/compile 最も単純なサンプルアプリケーション 手はじめに、formを使ってAPIサーバへリクエストを送るアプリケーションを作成してみます。Closure Compiler Service APIをformから呼出すのは実際の利用方法としてはやや不自然ですが、HTTP-POSTによる通信の様子を確認するにはこのやり方が最も簡単です。 下のHTMLをコピーペーストして closure_compiler_test.html というファイルを作成してください。 html body form action="http //closure-compiler.appspot.com/compile" method="POST" p Type JavaScript code to optimize here /p textarea name="js_code" cols="50" rows="5" function hello(name) { // Greets the user alert( Hello, + name); } hello( New user ); /textarea input type="hidden" name="compilation_level" value="WHITESPACE_ONLY" input type="hidden" name="output_format" value="text" input type="hidden" name="output_info" value="compiled_code" br br input type="submit" value="Optimize" /form /body /html 上のformでは4つの必須パラメータが設定されています。(各パラメータの詳細はこちらを参照してください)中でも重要なのは次の2つです。 js_code 処理対象となるJavaScriptコードを指定します。このようにコード文字列を直接送信する方法の他に、JSファイルのURLから入力コードを指定することもできます。後者についてはこちらで詳しく説明します。 compilation_level コンパイルレベルを指定します。この例では最も圧縮率の低い WHITESPACE_ONLY が設定されていますが、より強力にコードの短縮を行いたいのであれば、 SIMPLE_OPTIMIZATIONS や ADVANCED_OPTIMIZATIONS を試してみてください。 closure_compiler_test.html をブラウザで開きます。 Optimize ボタンをクリックしコードをClosure Compiler Service APIへ送ると、下のようなコードがAPIサーバから返却されてくるはずです。返却されるコードはオリジナルコードからコメントと空白・改行を削除したもので、機能はオリジナルと同じですがサイズはかなり小さくなっています: function hello(name){alert("Hello, "+name)}hello(){"New user"}; APIとの通信 次に、プログラムが直にHTTP通信を行うサンプルプログラムを示します: 以下のサンプルはPythonで記述されています。ただし構造自体はごく単純ですので、理解するのにPythonの言語的な知識は特に必要ありません。 #!/usr/bin/python2.4 import httplib, urllib, sys # Define the parameters for the POST request and encode them in # a URL-safe format. params = urllib.urlencode([ ( js_code , sys.argv[1]), ( compilation_level , WHITESPACE_ONLY ), ( output_format , text ), ( output_info , compiled_code ), ]) # Always use the following value for the Content-type header. headers = { "Content-type" "application/x-www-form-urlencoded" } conn = httplib.HTTPConnection( closure-compiler.appspot.com ) conn.request( POST , /compile , params, headers) response = conn.getresponse() data = response.read() print data conn.close このスクリプトはコマンドライン引数として渡されたJavaScriptをコンパイルし、処理されたコードを出力します。上のコードをコピーペーストして compile.py というファイル名で保存、ファイルのパーミッションを変更して実行権限を付与した後、以下のコマンドを実行してください。 $ python compile.py alert("hello");// This comment should be stripped 注意: Windows環境でこのプログラムを実行するには、Pythonのインストールが必要です。詳細はこちらを参照してください。 コマンドはAPIから返却されたコンパイル済みコードを出力します。このサンプルでは WHITESPACE_ONLY レベルが設定されているので、Compilerはコメントを取り除く以外は何もしません。 alert("hello"); このスクリプトについて、注意すべき点をいくつか挙げておきます。 HTTPConnection オブジェクトの request メソッドに渡されるパラメータは、 urllib.urlencode によって事前に全てURLエンコードされています。変数 params の値は次のような文字列です: js_code=alert%28%22hello%22%29%3B%2F%2F+This+comment+should+be+stripped output_info=compiled_code out=text compilation_level=WHITESPACE_ONLY リクエストの Content-type ヘッダは常に application/x-www-form-urlencoded でなければなりません。 JavaScriptファイルをAPIに渡すには 上の例ではコマンドライン引数としてJavaScript文字列をプログラムに渡していました。しかし実業務で使われるJavaScriptコード(その長さは2、3行などすぐに超えてしまうでしょう)を扱うには、この方式はやや無理が有るように思われます。このようなケースでは、 code_url パラメータを使って処理したいJavaScriptファイルのURLを指定するのがよいでしょう。 例として、次のJavaScriptプログラムを取り上げます: /** * A simple script for adding a list of notes to a page. The list diplays * the text of each note under its title. */ /** * Creates the DOM structure for a note and adds it to the document. */ function makeNoteDom(noteTitle, noteContent, noteContainer) { // Create DOM structure to represent the note. var headerElement = document.createElement( div ); var headerText = document.createTextNode(noteTitle); headerElement.appendChild(headerText); var contentElement = document.createElement( div ); var contentText = document.createTextNode(noteContent); contentElement.appendChild(contentText); var newNote = document.createElement( div ); newNote.appendChild(headerElement); newNote.appendChild(contentElement); // Add the note s DOM structure to the document. noteContainer.appendChild(newNote); } /** * Iterates over a list of note data objects and creates a DOM */ function makeNotes(data, noteContainer) { for (var i = 0; i data.length; i++) { makeNoteDom(data[i].title, data[i].content, noteContainer); } } function main() { var noteData = [ {title Note 1 , content Content of Note 1 }, {title Note 2 , content Content of Note 2 }]; var noteListElement = document.getElementById( notes ); makeNotes(noteData, noteListElement); } main(); このプログラムをひとかたまりの大きな文字列としてAPIに渡すより、ファイル名を指定するだけの方が便利です。それには以下のようにします: 上のコードをファイルに保存します。 そのファイルをWEBからアクセス可能な場所(あなたのWebサーバなど)に置きます。 APIとの通信で作ったデモを修正し、 js_code を code_url に置き換えます。 params = urllib.urlencode([ ( code_url , sys.argv[1]), # --- This parameter has a new name! ( compilation_level , WHITESPACE_ONLY ), ( output_format , text ), ( output_info , compiled_code ), ]) 以下のコマンドを実行すると、 http //example.com/yourJs.js というURLがClosure Compilerに渡されます。Compilerは指定されたURLからファイルを取得してコンパイルし、その結果を返却します。 $ python compile.py http //example.com/yourJs.js 1つのリクエストの中に複数の code_url パラメータを含めることができます: params = urllib.urlencode([ ( code_url , http //example.com/yourJsPart1.js), ( code_url , http //example.com/yourJsPart2.js), ( compilation_level , WHITESPACE_ONLY ), ( output_format , text ), ( output_info , compiled_code ), ]) ファイルは指定順に結合されてから、1つのコードとしてコンパイルされます。尚、 code_url と js_code も1つのリクエスト内で同時に使用できます。 データサイズの制限 Closure Compiler Service APIに送信できるデータのサイズには、以下の2種類の制限が設けられています。 POSTデータのサイズの合計は200,000バイトまで クライアントがAPIに送信するPOSTデータのサイズは200,000バイト以内でなければなりません。この制限を超過した場合はサーバエラー 8 POST data too large. が返却されます。もし js_code パラメータで送信しているソースコードの量が多い場合は、ファイルに分離した上でそれを code_url パラメータで参照するようにしてください。 コードの総量は1,024,000バイトまで APIが1回のリクエストで処理できるコードの総量は1,024,000バイトとされています。ここでいうコードの総量とは、 code_url 及び externs_url に指定された全てのファイル内のコード、 js_code 及び js_externs に指定された全てのコード文字列の合計を指します。 この制限を超過した場合はサーバエラー 9 File too large. が返却されます。 このエラーが発生する場合は、ローカルマシン上でのClosure Compiler Applicationの使用を検討してください。