約 5,522,063 件
https://w.atwiki.jp/xboxonescore/pages/290.html
#KILLALLZOMBIES 項目数:21 総ポイント:1000 難易度: 国内未配信 Melee Master Use melee attack 100 times in one session. 25 Exterminator Kill 500,000 zombies. 100 Level Up Rack up to 30 level. 100 Crasher Explode at least 100 cars in one session. 25 Pacifist Don t shoot for whole six minutes and survive. 75 XP+ Score 10,000,000 experience points in a single session. 50 Stay Alive Stay alive at least 60 minutes. 200 Lock n Load - Pistol Kill at least 1,000 zombies with a pistol. 25 Lock n Load - Revolver Kill at least 1,000 zombies with a revolver. 25 Lock n Load - Uzi Kill at least 1,000 zombies with an Uzi. 25 Lock n Load - Shotgun Kill at least 1,000 zombies with a shotgun. 25 Lock n Load - M-16 Kill at least 1,000 zombies with an M-16. 25 Lock n Load - M-60 Kill at least 1,000 zombies with an M-60. 25 Lock n Load - Crossbow Kill at least 1,000 zombies with a crossbow. 25 Lock n Load - Plasmagun Kill at least 1,000 zombies with a Plasma gun. 25 Lock n Load - Flaregun Kill at least 1,000 zombies with a flare gun. 25 Lock n Load - Pepyaka Kill at least 1,000 zombies with a Pepyaka gun. 25 Lock n Load - Spreadgun Kill at least 1,000 zombies with a Spread gun. 25 Lock n Load - Volcano Kill at least 1,000 zombies with a Volcano machine gun. 25 秘密の実績 RAMPAGE! Perform a rampage attack. 50 Dongerino Kill the first Undead Boss. 75 Melee Master 開始時に武器を取らず100回押せば解除可能 Lock n Loadの各武器実績 合計1000キルで解除 Pacifist ディフェンスモードでタレットを4つ設置し早めにレベルアップのパークが出れば攻撃しなくても6分耐えれます
https://w.atwiki.jp/wotracer/pages/116.html
imageプラグインエラー ご指定のファイルが見つかりません。ファイル名を確認して、再度指定してください。 (Rd.8 LOGO.png) 開催日 2014年10月2日(土) imageプラグインエラー ご指定のファイルが見つかりません。ファイル名を確認して、再度指定してください。 (ARTwork rd8.jpg) 公式アートワーク Mountain Pass The Endurance 決勝レース動画 大会概要 選手権名 World of Tanks Endurance Championship ラウンド 第8戦 大会名 Mountain Pass The Endurance 開催マップ 山岳路 レース時間 20分 タイムスケジュール Mountain Pass The Endurance タイムスケジュール 第1シーズン エントリーリスト Mountain Pass The Endurance エントリーリスト 第1シーズン レースリザルト Mountain Pass The Endurance リザルト 第1シーズン
https://w.atwiki.jp/infinityengine/pages/21.html
index Combat in Baldur's GateMore Than just Hack and Slash Personal Initiative Round, Speed factors, and Casting times The Attack Roll Critical Hits and Misses Improving the Odds in Combat Dexterity Modifiers for Missile Weapons Missile weapons in combat – Rate of fire Casting SpellsSpell Disruption Saving ThrowsSave vs. Paralyzation, Poison, and Death Magic Save vs. Rod, Staff, or Wand Save vs. Petrification or Polymorph Save vs. Breath Weapon Save vs. Spell Modifying Saving Throws Morale Combat Effects and RecoveryHealing and Hit PointsNatural Healing Magical Healing Raising the Dead Paralysis Poison Combat in Baldur s Gate As discussed above, Baldur’s Gate follows the AD D rule system closely. The main difference lies in the real-time adaptations to the personal initiative rounds. The computer takes care of most of the underlying rules, to allow you to become more immersed in the story and the world of the game. More Than just Hack and Slash As important as fighting is to the AD D game, it isn’t the be-all and end-all of play. It’s just one way for characters to deal with situations. If characters could do nothing but fight, the game would quickly get boring – every encounter would be the same. Because there is more to the game than fighting, we’ll cover much more than simple hack-and-slash combat here. In addition to explaining the basic mechanics of hitting and missing, there are rules for turning undead, special ways to attack and defend, poison, heroic feats, and more. Remember that we follow a modified round based system – as described below. Everyone (characters, NPC’s, monsters) is on their own personal initiative rounds. Any time you want you can pause the game (click on the clock or hit the space bar) and assign commands – then restart the game by unpausing, in the same way. Personal Initiative Round, Speed factors, and Casting times In Baldur’s Gate, to allow for the realtime based combat and movement, each character and monster is on an independent personal initiative round, which is six seconds long. Within the personal initiative round, all of the rules of the AD D game are used, including speed factors for weapons and casting time for spells. For higher level characters who can attack more than once per round with a given weapon, the speed factor of the weapon determines when exactly in the six second round the attacks will occur. Speed factors are numbers between 1 and 10 (indicating 1/10 of a round and 10/10ths of a round respectively for a character that can attack once per round with a weapon). Casting times for priests and wizards are exactly analogous to speed factors of weapons – the casting times are between 1 and 10, and represent how quickly a mage or priest can release a spell (the lower the number, the faster the cast, just as for speed factors). Initiative is determined by a combination of ability, situation, and chance. In Baldur’s Gate initiative is used as a random variation on how quickly characters can initiate their attacks or spells. It adjusts the speed factor of a spell or weapon slightly. Armor Class (AC) is the protective rating of a type of armor. Armor provides protection by reducing the chance that a character is attacked successfully (and suffers damage). Armor does not absorb damage, it prevents it. A fighter in full plate mail may be a slow-moving target, but penetrating his armor to cause any damage is no small task. Armor Class is measured on a scale from 10, the worst (no armor), to less than zero. The lower the number, the better (armor classes less than -10 occur only with very powerful magical armors). Shields and helmets can also improve the AC of a character. Abilities and situations can also affect a character’s Armor Class. High Dexterity gives a bonus to Armor Class, for example. THACO is an acronym for ”To Hit Armor Class 0.” This is the number a character, NPC, or monster needs to attack an Armor Class 0 target successfully. THACO depends on a character’s class and level. The THACO number can be used to calculate the number needed to hit any Armor Class. At the heart of the combat system is the Attack Roll, the die roll that determines whether an attack succeeds or fails. The number a player needs in order to make a successful attack roll is also called the “to hit” number, which is determined by the computer by taking a character’s THACO and adjusting according to the Armor Class of the target. Attack rolls are used for attacks with swords, bows, rocks, and other weapons, as well as blows from fists, and other hand-to-hand attacks. In Baldur’s Gate the ”to hit” roll is done behind the scenes for you – if your character is successful, he hits – if not, he swings and misses. The Attack Roll When an attack is made, the Armor Class of the opponent being attacked is subtracted from the THAC0 of the attacker. The resulting number is the what the attacker must ‘roll’ in order to hit the opponent. This “roll of the die” is done with a d20, or twenty sided die, resulting in a number between 1 and 20. If the attacker rolls the number necessary or higher, then the attack is successful, and damage is done. If the attack is unsuccessful, then the attacker missed completely or was unable to penetrate the opponent’s armor. For example, a 3rd-level fighter fighter has a THAC0 of 18. He is attacking a hobgoblin with an AC of 5. The AC of the hobgoblin is subtracted from the THAC0, giving a “to hit” number of 13. If the fighter rolls a 13 or higher on the twenty-sided die, he hits successfully and does damage. Critical Hits and Misses If a character rolls a ‘natural’ 20 to hit (that is, the attack roll before modifiers are applied is a 20) then a critical hit occurs and damage for that attack will be doubled. A roll of ‘natural’ 1 is considered a critical miss and imposes a time penalty on the character to recover. Regardless of Armor Class, a ‘natural’ 20 always hits, a ‘natural’ 1 always misses. Improving the Odds in Combat In combat, many factors can modify the number a character needs for a successful hit. These variables are reflected in modifiers to the to-hit number or to the attack roll. Strength Modifiers A character’s Strength can modify the die roll, altering both the chance to hit and the damage caused. This modifier is always applied to melees and attacks with hurled missile weapons (a dagger or an axe). Magical items The magical properties of a weapon can also modify combat. Items that impart a bonus to the attack roll or Armor Class are identified by a plus sign. For example, a sword +1 improves a character’s chance to hit by one and inflicts +1 damage if the attack is successful. A suit of chain mail +1 improves the Armor Class of the character by one beyond normal, “non-magical” chain mail (which means you subtract one from the character’s AC, changing an AC of 5 to an AC of 4, for example). Cursed items have a negative modifier (a penalty), resulting in a subtraction from the attack roll or an addition to Armor Class. There is no limit to the number of modifiers that can be applied to a single die roll. Nor is there a limit to the positive or negative number (the total of all modifiers) that can be applied to a die roll. Dexterity Modifiers for Missile Weapons Dexterity affects the character’s ability to attack with a missile weapon. Like Strength modifiers, higher Dexterity will increase the chances to hit, lower Dexterity will lessen the chances of attacking effectively. Dexterity only affects the chances to hit and does not affect the amount of damage inflicted by a missile weapon. Missile weapons in combat – Rate of fire Bows, crossbows, and many other missile weapons have different rates of fire (ROF) – the number of missiles they can shoot in a single round. Arrows can be notched and let loose at a rate of up to two shots per round. Some weapons (such as heavy crossbows) take a long time to load and can be fired only once every round. Darts can be hurled at a rate of several per round. Whatever the ROF, multiple missile shots are handled the same way as other multiple attacks for the purposes of determining initiative. The ROF of each missile weapon is listed in the Weapons Tables on page pg 141. Casting Spells Both wizards and priests use the same rules for casting spells. To cast a spell, the character must first have the spell memorized. If it is not memorized, the spell cannot be cast. The caster must be able to speak (not under the effects of a Silence spell or gagged) and have both arms free (not paralyzed, for example). If the spell is targeted on a person, place, or thing, the caster must be able to see the target. It is not enough to cast a Fireball 150 feet ahead into the darkness; the caster must be able to see the point of explosion and the intervening distance. Once the casting has begun, the character must stand still. (If you choose not to have a spell caster cast a spell after you have selected the spell, but before you have selected a target, you can R-click to cancel the spell and it will not be lost from memory.) Spell Disruption If the spellcaster is struck by a weapon or fails to make a saving throw before the spell is cast, the caster’s concentration is disrupted. The spell is lost in a fizzle of useless energy and is wiped clean from the memory of the caster until it can be rememorized. Spellcasters are well advised not to stand at the front of any battle, at least if they want to be able to cast any spells! Saving Throws Saving Throws are measures of a character’s resistance to special types of attacks – poisons, magic, and attacks that affect the whole body or mind of the character. The ability to make successful saving throws improves as the character increases in level. If a saving throw is made this may reduce damage or prevent the effects of a spell or attack entirely. Some spells (e.g. the Protection spells) greatly improve saving throws against different type of attacks. Save vs. Paralyzation, Poison, and Death Magic This is used whenever a character is affected by a paralyzing attack (regardless of source), poison (of any strength), or certain spells and magical items that otherwise kill the character outright (as listed in their descriptions). Save vs. Rod, Staff, or Wand As its name implies, this is used whenever a character is affected by the powers of a rod, staff, or wand, provided another save of higher priority isn’t called for. Save vs. Petrification or Polymorph This is used any time a character is turned to stone (petrified) or polymorphed by a monster, spell, or magical item (other than a wand). Save vs. Breath Weapon A character uses this save when facing monsters with breath weapons, particularly the powerful blast of a dragon. Save vs. Spell This is used whenever a character attempts to resist the effects of a magical attack, either by a spellcaster or from a magical item, provided no other type of saving throw is specified. This save can also be used to resist an attack that defies any other classification. Modifying Saving Throws Saving throws can be modified by magical items, specific rules, and special situations. These modifiers can increase or decrease the chance of a successful saving throw. Magical items like cloaks and rings of protection give bonuses to a character’s saving throw. Magical armor allows a saving throw bonus only when the save is made necessary by something physical, whether normal or magical. Specific spells and magical items have effects, both good and ill, on a character’s saving throws. Some spells force the victim to save with a penalty, which makes even the most innocuous spell quite dangerous. (Specific information can be found in the spell descriptions below.) Morale Each creature has a base morale level that affects whether it fights or runs during a battle. The only character that is unaffected by morale is the first character you create – other characters joining your party have morale dialogue and scripts. Every creature is scripted to react somewhat differently when morale breaks – and often they will break at different levels of morale, or choose different types of attack depending on what the current morale level is (melee if morale is high, ranged attacks if morale is lower, for example). Each creature has a recovery time which indicates how long it takes for that creature’s morale to return to its base level – if someone’s morale fails, it will slowly creep back to the baseline. If someone in your party fails a morale check their selection circle will turn yellow (from green). Morale is positively influenced by having a leader (the topmost character in the portraits) with high Charisma, by the environment that the creature is located in (e.g. kobolds and drow like being underground more than they do wide open spaces outside), by some spells (e.g. Remove Fear), and by the type of enemies that are visible (easy enemies will raise morale). Morale is negatively influenced by factors such as being attacked by powerful magic, by seeing someone in the party killed or knocked unconscious, by losing a lot of hit points, or by spotting a difficult foe. Combat Effects and Recovery Damage, wounds, and death are what can happen to a character when an opponent attacks him successfully. Damage can also occur as a result of poison, fire, falling, acid, and by trying anything even remotely dangerous in the real world. Damage from most attacks is measured in hit points (hp). Each character has a current hit point total and a maximum hit point total. Each time a character is hit, he suffers points of damage. These points are subtracted from the character’s current hit point total. When this reaches 0, the character is dead. If one of your characters suffers massive damage, he or she will be forever dead, beyond hope of resurrection. Healing and Hit Points Once a character is wounded, the player should naturally want to get him healed. Characters can heal either by natural or magical means. Natural healing is slow, but it’s available to all characters, regardless of class. Magical healing may or may not be available, depending on the presence (or absence) of spellcasters or magical devices. The only limit to the amount of damage a character can recover through healing is the maximum hit points the character has. (Note some necromantic spells can improve maximum hit points, but only for a limited period of time.) Natural Healing Characters heal naturally at a rate of several hit points per period (eight hours) of rest. Rest is defined as low activity. If a character rests in a comfortable room in an inn, he or she will recover progressively more hit points the better the room – but of course this costs more. Camping in the wilds will allow for memorization of spells, but will not allow many hit points to be regained. Resting is only possible when there are no enemies within visible range of your party – if there are, you must move away, or make them your friends (Charm, dialogue, etc.) before you can rest. Some creatures may attack your party while resting; if this happens, you will not heal or memorize spells. Magical Healing Healing spells, potions, and magical devices can speed the process of healing considerably. The specifics of such magical healing methods are described in the spell descriptions below. By using these methods, wounds close instantly and vigor is restored. The effects are immediate. Magical healing is particularly useful in the midst of combat or in preparation for a dangerous encounter. Remember, however that the characters’ opponents are just as likely to have access to magical healing as the characters – an evil high priest is likely to carry healing spells to bestow on his own followers and guards. Healing occurs to the maximum hit point total for a given character only, never beyond this. Raising the Dead Curative and healing spells have no effect on a dead character – he can only be returned to life with a Raise Dead or Resurrection spell (or a device that accomplishes one of these effects). A newly raised character will be quite weak (one hit point) and will require additional healing to be effective in combat. Paralysis A character or creature affected by paralysis becomes totally immobile for the duration of the spell’s effect. The victim can breathe, think, see, and hear, but he is unable to speak or move in any manner. Poison A character or creature that is attacked with a poisoned weapon or by a venomous creature must make a saving throw vs poison. Depending on the type of poison, this saving throw will either negate the effects of the poison or lessen them. Poisons are usually deadly within hours, so finding quick treatment is recommended.
https://w.atwiki.jp/reload/pages/31.html
♥ RabieN ♥ ♥ 自己紹介 ♥ FreeTEMPOの名前を捨て、これからはこの名前で活動していく予定です。 まだまだ未熟なマスターですが、よろしくお願いします。 ARで指揮担当。 ♥ 使用武器 ♥ Primary M4A1 Secondary P228 ♥ CFconfig ♥ 【解像度】800*600 【明るさ】80 【感度】12 【ZOOM感度】35 【照準】Green , A ♥ デバイス ♥ 【マウス】Razer - DeathAdder 【マウスソール】hyperglide - RZ-2 【マウスパット】SteelSeries - S S 【キーボード】Topre - Realforce 101 【ディスプレイ】IIYAMA - 17intCRT 【ヘッドホン】Sennheiser - PC161 ♥ リンク ♥ CrossFireSNS
https://w.atwiki.jp/mtgwiki/pages/1596.html
《Zombie》 #whisper アングルードのアンコモンに6種類あるトークンのひとつ。 中央に大きくゾンビが描かれている。 基本的にトークンとして使用されることが目的で作られているため、 ゲーム中カードとしては扱われず、デッキに入れることは認められない。 その他のトークンカード Goblin Pegasus Sheep Soldier Squirrel 参考 ゾンビ・トークンで検索 カード個別評価:Unglued系 ゾンビの横行/Zombie Infestation 腐れ肺の再生術師/Rotlung Reanimator
https://w.atwiki.jp/steamachievements/pages/55.html
製品情報 Steamストアページ 総実績数 18 実績一覧 実績名 説明文 備考 Saving up Survive 6 nights without buying anything.6夜目まで何も買わずに生き残る Kiting mastery Survive 10 nights without any barricades or turrets br.10夜目までタレットやバリケードを建てずに生き残る Untouchable Survive 10 nights without taking any damage.10夜目までダメージを受けずに生き残る One shot, many kills Kill 8 zombies with a single sniper rifle bullet in defense mode.ディフェンスモードで、スナイパーライフルの一撃で8体のゾンビを倒す Demolition Kill 8 zombies with a single rocket in defense mode.ディフェンスモードで、ロケットランチャーの一撃で8体のゾンビを倒す Cheap and reliable Kill 300 zombies with shotgun in a single game in defense mode.ディフェンスモードで、1ゲーム中に300体のゾンビをショットガンで倒す Efficient usage Use no more than 6 clips during the first night.最初の夜を6リロード以内でクリアする Come get some Build and equip four turrets.4つのタレットを設置し稼働させる Private Score 10,000 points in defense mode.ディフェンスモードで10,000ポイントを獲得する Corporal Score 30,000 points in defense mode.ディフェンスモードで30,000ポイントを獲得する Sergeant Score 80,000 points in defense mode.ディフェンスモードで80,000ポイントを獲得する Lieutenant Score 150,000 points in defense mode.ディフェンスモードで150,000ポイントを獲得する Captain Score 250,000 points in defense mode.ディフェンスモードで250,000ポイントを獲得する Major Score 500,000 points in defense mode.ディフェンスモードで500,000ポイントを獲得する Colonel Score 1000,000 points in defense mode.ディフェンスモードで1,000,000ポイントを獲得する Beginner Survive for 2 00 in endless night mode.エンドレスナイトモードで2 00の間生き残る Survivor Survive for 3 30 in endless night mode.エンドレスナイトモードで3 30の間生き残る Veteran Survive for 5 00 in endless night mode.エンドレスナイトモードで5 00の間生き残る 実績獲得のアドバイス等 ●エンドレスナイトモード関連 エンドレスナイトモードの簡単な攻略法ですが、ゾンビと戦わずにステージの外周をグルグルと回って逃げることで可能です。 注意点ですが、ゾンビを殺すとランダムな位置でゾンビが沸いてしまうので殺さないようにしましょう。(進行方向に沸いた時のみ殺す)
https://w.atwiki.jp/pambura53/
@wikiへようこそ ウィキはみんなで気軽にホームページ編集できるツールです。 このページは自由に編集することができます。 メールで送られてきたパスワードを用いてログインすることで、各種変更(サイト名、トップページ、メンバー管理、サイドページ、デザイン、ページ管理、等)することができます まずはこちらをご覧ください。 @wikiの基本操作 用途別のオススメ機能紹介 @wikiの設定/管理 分からないことは? @wiki ご利用ガイド よくある質問 無料で会員登録できるSNS内の@wiki助け合いコミュニティ @wiki更新情報 @wikiへのお問合せフォーム 等をご活用ください @wiki助け合いコミュニティの掲示板スレッド一覧 #atfb_bbs_list その他お勧めサービスについて 大容量1G、PHP/CGI、MySQL、FTPが使える無料ホームページは@PAGES 無料ブログ作成は@WORDをご利用ください 2ch型の無料掲示板は@chsをご利用ください フォーラム型の無料掲示板は@bbをご利用ください お絵かき掲示板は@paintをご利用ください その他の無料掲示板は@bbsをご利用ください 無料ソーシャルプロフィールサービス @flabo(アットフラボ) おすすめ機能 気になるニュースをチェック 関連するブログ一覧を表示 その他にもいろいろな機能満載!! @wikiプラグイン @wiki便利ツール @wiki構文 @wikiプラグイン一覧 まとめサイト作成支援ツール バグ・不具合を見つけたら? 要望がある場合は? お手数ですが、お問合せフォームからご連絡ください。
https://w.atwiki.jp/pmswiki/pages/37.html
0~5点の点数を含めてインプレしてください。 点数を含めない場合はコメント扱いになります。 名前 2pts --- このレベルでこの難易度は辛いかも・・ 譜面も結構癖があってよいような悪いような・・でした。 - 86 2009-04-15 23 42 52 1譜面しかないので、最高点はそのままに、減点幅を大きくしてインプレします・・・ まず、19小節は良いのに、21小節目が曲調に合わない譜面になっている点です。19小節目は曲調にマッチした譜面なので、21小節目が変に目立ってしまいます。しとやかな曲なので、対比されやすい箇所は特にですが、あまり譜面の傾向を変化させないほうが良いと思います。それと、27~29小節の音の配置が分かりづらいです。曲調が盛り上がる前の段階なので、サビを目立たせるためにも、ここはあまり譜面を変化させず、抑えた方がいいと思います。ただ、最後の余韻メロディの配置は気に入りました。木の葉がふわりと落ちるかのようで、グッドです。良いところと悪いところを相殺させて、3点ですね。 - MEGALO 2009-04-15 21 24 43 #40以降に顕著なのですが、アサインしている音が他の音に埋もれて、どのボタンで何が鳴っているか分かりにくいです。曲調によってはそれもアリですが(カオスな曲とか)、この曲はそういう曲調じゃないんじゃないかな…と思います…。2点で。 - C. aurantium var. amara 2009-04-14 01 34 30 2pts! サビまでは面白かったのですがサビからの配置がいまいちな感じでした。 - 旧706 2009-04-13 03 57 17 譜面に関しては普通に面白かったのですが個人的にはやはりN・H無いのが惜しいです。 ■2点どうぞ 製作お疲れ様でした。 - ippi@ 2009-04-01 20 41 34 インプレありがとうございます。時間的問題で、N/Hは未収録となってしまいました。すみません。元の譜面が皿譜面や軸押しがメインだったので、やや難産でしたが、両手の高速移動の練習になるように作ったつもりです。 - 通りすがり 2009-04-01 22 30 08
https://w.atwiki.jp/csssakuraserver/pages/178.html
(サムネイル予定) クラス名 Half Zombie ジャンプ力 ★★★★☆☆☆ 体力 1000 HP 移動速度 ★☆☆☆☆☆☆ 回復 None 銃撃耐性 ★☆☆☆☆☆☆ 使いやすさ ☆☆☆☆☆ 燃焼耐性 ★★☆☆☆☆☆ クラス説明 ---HP | No Regen | Jump | ---Speed | +++Knockback | ++Napalm ゲーム「Half-Life 2」の敵キャラ。 下半身が千切れて無くなっている哀れなゾンビ 体力も低く回復もしない、いかにも瀕死状態。 銃撃や燃焼にもとても弱く、すぐに死んでしまう。 それでも移動速度は人間と同じで、かつジャンプ力も標準程度まで保っているという所はやはりゾンビ。 上半身だけで這いずり回る為、当たり判定が極端に小さい。 場所によっては気が付かれずに突っ込む事が出来る…かもしれない。 とは言え、基本性能は極端に低いため、大概は瞬殺される。 人間側でこのゾンビを見かけたら、早い内に楽にしてあげよう。
https://w.atwiki.jp/gijin-kareshi/pages/254.html
2013年6月10日~6月14日 16時迄 (課金 500) イベント君+以下の衣装からランダムで2種 アイテム 画像 ミニオンエトワール ピンク ミニオンエトワール ネイビー エンブレムポロ ブラック エンブレムポロ ホワイト エンブレムポロ グリーン サマロンティ イエロー サマロンティ グレイ サマロンティ ブラック サマロンティ ブルー サマフラー イエロー サマフラー グリーン サマフラー ブルー サマフラー ホワイト レイヤードルック イエロー レイヤードルック ブラック レイヤードルック ブルー レイヤードルック ブラウン レイヤードルック グリーン Y Pシャツ ピンク Y Pシャツ イエロー Y Pシャツ ブラック Y Pシャツ ブルー コメントフォーム 情報などがあればコメントよろしくお願いします 名前 コメント すべてのコメントを見る