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気楽にいこう おはようです・・ 面白かったことは 何でも全部 書き残しておきます コメントも大歓迎ですので 気楽な感じで書いちゃってくださいませ♪ 読むといいことあるかも?よ
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.
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SHAKKAZOMBIE 活動拠点 東京 メンバー BIG-O (大澄剛志) IGNITION MAN (井口秀浩) TSUTCHIE プロフィール SHAKKAZOMBIE(シャカゾンビ)は、OSUMI a.k.a. Big-O、IGNITION MAN a.k.a. HIDE-BOWIEの2MCと、トラックメイカーのTSUTCHIEの3人組。1994年に結成され、1995年にシングル「SHAKKATTACK」をリリース。 96年04月、カッティングエッジより、『手のひらを太陽に』 でメジャーデビュー。同時期にデビューした BUDDHA BRAND と結成したスペシャル・ユニット、大神も話題となる。97年07月には、1stアルバム 『HERO THE S.Z.』 をリリース。 メンバー各々のソロ活動を経て、99年07月には、2ndアルバム 『JOURNEY OF FORESIGHT』 をリリース。以後、数々のロックバンドとの競演を果たす。 02年03月には、アルバム 『THE GOODFELLAZ』 をリリース。 ディスコグラフィー シングル 1995/09/01 「SHAKKATTACK」 1996/04/24 「手のひらを太陽に」 1999/06/09 「BIG BLUE」 2000/12/06 「GET YOURSELF ARRESTED」(SHAKKAZOMBIE×NORTHERN BRIGHT) 2001/11/28 「SO TIGHT, SO DEEP」 2002/06/05 「WHAT U WANT? CD」 アルバム 1997/07/24 「HERO THE S.Z.」 1999/07/23 「JOURNEY OF FORESIGHT」 2000/02/23 「S-SENCE 2000」 (REMIX集) 2001/06/27 「GET ON DA TRACK」 (MINI ALBUM) 2002/03/27 「THE GOODFELLAZ」 客演 1995/07/05 SUMMER MADNESS feat. 北&澤, SHAKKAZOBIE/ECD 1996/05/29 大怪我(ILL JOINT STINKBOX)[人間発電所~プロローグ~ 収録]/大神(BUDDHA + SHAKKA ) 1997/04/09 100万光年のやさしさが注がれる限り [STREET FLAVA PRESENTS DOUBLE IMPACT E.P. 収録]/OSUMI 1998 FIVE/LIFE feat. SHAKKAZOMBIE[SATURDAYNIGHT MONGOLc/w 収録]/SUIKEN 1999 EL DORADO THROW DOWN/GOD INC(DEV LARGE, BIG-O, SUIKEN, LUNCH TIME SPEAX) 1999/07/22 MAGIC(WITH RAP version)feat. OSUMI[MAGIC(single) 収録]/Tina 2000/05/24 NOCTURNAL/OSUMI feat. TINA[Synchronicity~2nd SESSION 収録]/V.A. 2000/07/29 像音 feat. OSUMI[像音 SHO-ON 収録]/museam of plate 2001/05/30 拍手喝采 Remix feat. DELI, BIGZAM & OSUMI[ZERO 収録]/DABO 2001/07/25 3D(DAT)2/BY PHAR THE DOPEST feat. OSUMI[THE BEST OF JAPANESE HIP HOP REMIX ORIGINS 収録]/ 2001/10/03 REVOLVER FLAVOUR[THEME FROM THE REVOLVER FLAVOUR]/REVOLVER FLAVOUR 2002/05/29 Feel The Same?/ DJ WATARAI feat. BIG-O & Crystal Kay[HARLEM ver.1.0 収録]/V.A. 2002/06/12 SPECIAL COURSE feat. OSUMI[Sweeeet Baaad A*s Encounter 収録]/MURO 2002/07/10 OLD NICK BLUES feat. SHAKKAZOMBIE[TAIL OF OLD NICK 収録]/DJ HASEBE 2002/10/23 TWO TIMING feat. BIG-O & DABO[Majesty 収録]/TYLER 2002/12/11 bad boy life feat. L.L.BROTHERS & OSUMI[i do 収録]/michico 2003/05/28 MOST RESPECTFUL BOW feat. BIG-O, DJ WATARAI[Enough And To Spare s 収録]/ENBULL 2003/09/18 東京 S FINEST feat. BIG-O[TOKYO’S FINEST 収録]/ZEEBRA 2003/09/26 フェダウェイ feat. BIG-O[SUPER FREAK 収録]/キエるマキュウ 2003/10/08 ココ東京 feat. BIG-O, DABO, S-WORD[オボレタ街 収録]/AQUARIUS 2003/10/08 マネーの虎(D.O.I. REMIX) feat. OSUMI[最新兵器 収録]/キングギドラ 2003/11/12 CRAZY CRAZY feat. Q, BIG-O[DADDY’S HOUSE VOL.2 収録]/DJ MASTERKEY 2003/11/19 Put Ya Handz In Da Sky/DJ HAZIME feat. SHAKKAZOMBIE[HARLEM ver.2.5 収録]/V.A. 2003/11/27 LIL ONE LOVE (FOR LADIES)feat. BIG-O[POST SOULMAN 収録]/BOO 2004/04/28 ON THE MIC ON DA STREET feat. BIG-O, C.T.[CONTINUATION 収録]/GEEK 2004/02/05 ALCOHOLIC DRIVE/IGNITIONMAN[NIGO PRESENTS (B)APE SOUNDS 収録]/V.A. 2004/02/05 PLANET OF THE BAPES/(B)APE SOUNDS ALLSTA !!!(YOU THE ROCK★, IGNITIONMAN, POCYOMKIN, YOSHI, BOY-KEN, HI-D, KEYCO, ANI, CQ, WISE, ILMARI, VERBAL, RYO-Z, DJ KAORI, GORE-TEX)[NIGO PRESENTS (B)APE SOUNDS 収録]/V.A. 2004/06/23 IN YA AREA/DJ NISHIMIYA feat. BIG-O, KALASSY NIKOFF a.k.a. AK-69[HARLEM ver.3.0 収録]/V.A. 2004/08/04 CRUISIN THE NIGHT feat. BIG-O, GORE-TEX[EVERYTHIN’IS EVERYTHIN’収録]/BOY-KEN 2004/12/22 DON T BE GONE feat. SHAKKAZOMBIE[AIN’T NO STOPPIN’THE DJ 収録]/DJ HAZIME 2005/03/24 GET READY-NITE 2 REMENBER feat. Sowelu BIG-O[JHETT 収録]/JHETT a.k.a. YAKKO 2005/07/20 Newyorkin in T.K.O. feat. BIG-O, XBS[20 STREET YEARS 収録]/MURO 2005/8/24 Get 2 My ... feat. BIG-O, SUIKEN[MY HOOD IZ... 収録]/YAKKO for AQUARIUS 2006/7/26 宝の山々 feat. BIG-O[HOT IN SPOT 収録]/SUIKEN 2006/11/22 V.I.P. feat BIG-O, SUIKEN, chief LOW[TOKYO TRIBE 2 収録]/MURO 2006/11/22 FOREVER FRESH feat. BIG-O[TOKYO TRIBE 2 収録]/MURO 2 FUNKY C.E.O. (前人未到) feat. BIG-O, KAYZABRO[]/DABO BIG-O作品 2007/04/25 「Straight To Next Door」(BIG-O DJ WATARAI) TSUTCHIE作品 2002/12/26 「THANKS FOR LISTENING」 2003/12/04 「this is a recording」 2004/09/22 「playlist」 2004/09/22 「samurai champloo music record playlist」 リンク HP http //www.shakkazombie.com/ 親交のあるアーティスト Buddha Brand,ECD,キミドリ,DJ WATARAI,DABO,GORE-TEX,MACCKA-CHIN, SUIKEN,DJ HAZIME etc...
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3F 期間限定!福袋発売★ 2009.01.14-01.19 2009.01.14入荷 未開封-ウサちゃん福袋/09A 未開封-モテ福袋/09A 未開封-パーティー福袋/09A 未開封-ギャル福袋/09A 未開封-ナチュラル福袋/09A 50リボン 80リボン 100リボン 120リボン 130リボン 未開封-モード福袋/09A 未開封-スウィート福袋/09A 未開封-パンク福袋/09A 未開封-ロリ福袋/09A 150リボン 170リボン 180リボン 200リボン 未開封-ウサちゃん福袋/09AUnopened Bunny bag/09A 未開封-モテ福袋/09AUnopened Girly bag/09A 未開封-パーティー福袋/09AUnopened Party bag/09A 未開封-ギャル福袋/09AUnopened Gal bag/09A 未開封-ナチュラル福袋/09AUnopened Natural bag/09A 未開封-モード福袋/09AUnopened Mode bag/09A 未開封-スウィート福袋/09AUnopened Sweet bag/09A 未開封-パンク福袋/09AUnopened Punk bag/09A 未開封-ロリ福袋/09AUnopened Lolita bag/09A 2009.01.19開封 未開封-ウサちゃん福袋/09A ウサちゃん紙袋/09ABunny paper bag/09A うさワンピ/09ABunny dress/09A うさ耳カチューシャ/09ABunny hair dress/09A 未開封-モテ福袋/09A モテ紙袋/09APretty paper bag/09A ツイードボレロ/09ATweed short JK/09A ツイードスカート/09ATweed skirt/09A 未開封-パーティー福袋/09A パーティー紙袋/09AParty paper bag/09A ホルターネックドレス/09AParty dress/09A フラワーピンヒール/09AFlower heels/09A 未開封-ギャル福袋/09A ギャル紙袋/09A Gal paper bag/09A ヒョウ柄パーカー/09ALeopard jumper/09A もこもこデニムパンツ/09ADenim short pants/09A シープスキンブーツ/09A Sheep skin boots/09A 未開封-ナチュラル福袋/09A ナチュラル紙袋/09ANatural paper bag/09A ニットワンピ/09AKnit dress/09A ニットロングカーデ/09ALong cardigan/09A ニットバッグ/09AKnit bag/09A 未開封-モード福袋/09A モード紙袋/09A Mode paper bag/09A モードワンピ/09AMode dress/09A モードコサージュ/09AMode flower/09A モードパンプス/09AMode shoes/09A 未開封-スウィート福袋/09A スウィート紙袋/09ASweet paper bag/09A 刺繍レースチュニック/09AEmbroided tunic/09A フリンジベスト/09AFrindge vest/09A フリルミディアムパンツ/09AFrilled short pants/09A ふわふわニット帽/09AFur hat/09A ショートフリンジブーツ/09AShort frindge boots/09A 未開封-パンク福袋/09A パンク紙袋/09APunk paper bag/09A ライダースジャケット/09ARiders JK/09A チェックミニスカート/09AChecked mini skirt/09A ボーダーニーハイソックス/09ABorder knee socks/09A スタッズチョーカー/09AStuds choker/09A ハードエンジニアブーツ/09APunk boots/09A 未開封-ロリ福袋/09A ロリ紙袋/09ALolita paper bag/09A ロリワンピ/09ALolita dress/09A ロリハット/09ALolita hat/09A ロリバッグ/09ALolita bag/09A ロリパラソル/09ALolita umbrella/09A ロリブーツ/09ALolita boots/09A ●まとめ● ウサちゃん福袋/09A モテ福袋/09A パーティー福袋/09A ギャル福袋/09A ナチュラル福袋/09A モード福袋/09A スウィート福袋/09A パンク福袋/09A ロリ紙袋/09A
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Samba設定 /etc/samba/smb.conf comment 共有フォルダの説明を記述する。Windowsで詳細表示を選んだときに表示される。40バイトを超える長いコメントは付けられない。 path 共有したいディレクトリのパス名を記述する。 public パスワードなしでのアクセスを認める。アクセス制御を「share」以外に設定したときは意味を持たない。 guest ok ゲストでの接続を許可する。 guest only ゲストでのみ接続を許可する。 guest account ゲストとして接続するときのユーザー名を指定する。 read only 共有フォルダへの書き込みを許可しない。 writable 共有フォルダに書き込めるように設定する。 create mask 共有フォルダに作成されるファイルのパーミッションを4桁で指定。すべてを許可するには0777、読み取りと実行だけを許可するなら0755と指定する。 directory mask 共有フォルダに作成されるディレクトリのパーミッションを4桁で指定する。 force user 接続したときのユーザー名を無視して、指定したユーザーとして操作させる。ファイルを作成したときは指定したユーザーの所有になる。 browseable パソコンからサーバーにアクセスしたときに共有フォルダの一覧に表示させることを許可する。noを指定すると隠し共有になる。 valid users 指定したユーザーだけが利用できるように設定する。 invalid users 指定したユーザーは利用できないように設定する。 write list 指定したユーザーだけに書き込みを許可する。 hosts allow 指定したホスト(IPアドレスも可)だけに利用を許可する。 hosts deny 指定したホスト(IPアドレスも可)からの利用を拒否する。 ユーザー追加 Linuxユーザーを追加 /usr/sbin/useradd USER_NAME ユーザー削除 smbpasswd -x [アカウント名] /usr/sbin/userdel -r USER_NAME パスワード設定 smbpasswd -a [アカウント名] SMBユーザー一覧 pdbedit -L
https://w.atwiki.jp/yukomabuchi/pages/68.html
ご飯食べるとこ お茶するとこ 京都市役所あたり ■カフェ ■11 30〜18 00 ■水曜定休 ■中京区御幸町通二条下ル山本町424 ■075-256-2038 ■駐車場なし ■カード使用不可 ■20席 ■平均予算 ドリンク¥400 ランチ¥700 ランチに玄米が食べたいな〜と思ってネットで見つけたお店。 なんでも、オーナーの本業は音楽だとか。 御幸町通を行くと、とつぜん木がわさわさっと現れる、 そこがこのカフェ。 暗めの店内は、何とも言えないいい雰囲気です。 壁に時計がある、と思ったら、8時を指して止まってました。笑 でもホント、時間が止まってると言うか、 ゆったりとした空気が流れています。 フードは、カレー、チャーハン、サンドイッチなどがあり、 カレーはキーマカレーのほかにひよこ豆のカレーもありました。 チャーハンも3種類くらいから選べるみたいで、 サンドイッチも4種類の中から2種類の具を選べるようになってました。 カレーやチャーハンにはサラダが付きます。米は玄米。 量は普通ですが、玄米なのでお腹いっぱいになるし、腹もちもいいです。 たくさん食べる人は+100円で大盛りにもできるようです。 今度は休みの日の午後にでも行って、 ソファに座ってゆっくりチャイを味わってみたいです。
https://w.atwiki.jp/minkao/pages/86.html
トップページ - 期間限定イベント - 福袋イベント - メンズお得福袋 ※課金のみで情報収集が難しいイベントのため、より多くの人からの情報提供をお待ちしております。 全部で10種類。 現在判明しているのは5種類まで。 パターン1 LP:1150 モヘアスーツ&カシミロングコート LP:580 バタフライテーブル LP:460 バタフライチェアR LP:460 バタフライチェアL LP:1050 3連シルバーリングピアス パターン2 LP:1150 チェスターフィールドコート LP:625 バタフライのかべ LP:620 バタフライのじゅうたん LP:470 ペーラーブレイドハット パターン3 LP:1140 シャープダブルジャケット LP:750 ホワイトグランドピアノ LP:750 クラウンベット LP:460 羽根つき中折れハット パターン4 LP:1150 聖夜の大天使 LP:560 花火のかべ LP:525 花火のゆか LP:750 シルバーリングピアス パターン5 LP:1140 ダブルライダースジャケット LP:600 レッドエレキギター LP:680 ストレートスタンドマイクゴールド LP:650 ギターアンプ LP:460 エンブレムキャップ
https://w.atwiki.jp/m_lscr/pages/270.html
初夢♡ヴィーナス福袋 公開 2014年12月31日(水)〜 2015年1月4日(日)20時 初夢♡ヴィーナス福袋福袋内容福袋(極) 福袋(上) 福袋(並) 復刻SSR 必要ダイヤ 備考 年末年始福袋です。 限定のSSRソルセレと過去イベントの報酬SSRが目玉です。 福袋内容 福袋(極) 1体目:どちらか1体 SSR ソル(晴れ着モード) SSR セレ(晴れ着モード) 2体目:復刻SSR 6体中1体 3体目:SR スキュラ 上記3体確定。 他SSR〜Rの女神27体。 合計30体 福袋(上) 1体目:どれか1体 SSR ソル(晴れ着モード) SSR セレ(晴れ着モード) 復刻SSR 6体中1体 2体目:SR スキュラ 上記2体確定。 他SSR〜Rの女神18体。 合計20体 福袋(並) 1体目:どれか1体 SSR ソル(晴れ着モード) SSR セレ(晴れ着モード) SR スキュラ 上記1体確定。 他SSR〜Rの女神14体。 合計15体 復刻SSR SSR グリード SSR リヴァイアサン SSR ピーチ SSR ホノイカズチ SSR ロキ SSR キュベレ 必要ダイヤ 福袋(極):初回150ダイヤ 福袋(上):初回70ダイヤ、通常100ダイヤ 福袋(並):初回30ダイヤ 備考 1月2日昼頃に初回割引リセット
https://w.atwiki.jp/japanesehiphop/pages/2159.html
・MEMBER VAL FUMI ・ANALOG [WORKS] 2014 KIMIGAYO - YAMAZIN
https://w.atwiki.jp/moecc/pages/371.html
福袋は何が出てくるかわからない運試しアイテムなんだな~これが! まぁまずは試しに一番安いのから試してみるのをオススメするよ もしかしたら一つ上のランクの福袋が出てくるかもね~♪ あと福袋の中身は購入前に確認できるから、必ずチェックしておいてね~ ◆ヘルプメニューへ ◆ドキドキ♪福袋ページへ