約 4,777,705 件
https://w.atwiki.jp/mtgwiki/pages/1106.html
《Reclamation》 #whisper 黒に敵対する白と緑の2色からなる、マルチカラーの色対策カード。 黒クリーチャーをアタッカーとするには、土地を生け贄にしなければならない。 ブロック参加は自由だし完全に攻撃禁止されるわけではないので、後の日中の光/Light of Dayにくらべれば効果は弱い。 が、これでもエンチャントを壊せない&数で勝負する黒ウィニー系デッキには、出されたらかなりまずいものといえる。 青黒からなる緑対策カード、Flooded Woodlandsと対になっている。 参考 カード個別評価:アイスエイジブロック
https://w.atwiki.jp/kumicit/pages/389.html
Kumicitのコンテンツ Who s Who Harun Yahya Atlas of Creation Atlas of Creation -- ルアーに進化したトビケラの進化 Harun Yahyaは"Atlas of Creation"で「ルアーに進化するトビケラ」というネタを披露した。 [Harun Yahya Atlas of Creation v9] そして、ネタにされるという選択圧を受けた当該ページが進化したことを、2009年2月に Irtiqa が発見した。 [Harun Yahya Atlas of Creation V12] しかし、PZ Myers準教授は、Harun Yahyaが最近「疑似餌を意図的に収録した」という言い訳をアップしたことを発見した。 The claim regarding the caddisfly Dawkins highlighted the photograph of caddisfly in Adnan Oktar s opus, Atlas of Creation as a great discovery. However this is the photograph of a model particularly put by the author in the book... トビケラについての主張。DawkinsはAdnan Oktarの著作Atlas of Creationの中のトビケラの写真を大発見のように取り上げた。しかし、この模型の写真は著者が特に本に収録したものだ。 [ ANSWERS TO THE CLAIMS AGAINST MR. ADNAN OKTAR WHICH APPEARED IN THE NEW HUMANIST MAGAZINE AND INTERNET ] Yeah, evolution is pathetic, because they noticed that Adnan Oktar proudly and intentionally included a photo of a fake fly in his book! イェーイ、Adnan Oktarは誇りをもって、意図的に疑似餌を本に収録したので、進化は感傷的だとさ。 [ PZ Myers "Makin em sweat" (2009/11/18) ] 差し替えた後の言い訳なので、どうもマジに気がつかずに疑似餌を収録したような...
https://w.atwiki.jp/tool_encode/pages/40.html
2009-06-22 11 33 11 (Mon) 黒神 The Animation SubTitle Source Size crf fps 第01話 「三位一在」 EX 232MB - - 第02話 「契約」 EX 234MB - - 第03話 「シンクロ」 EX 231MB - - 第04話 「追跡者」 EX 208MB - - 第05話 「イクシード」 EX 258MB - - 第06話 「サブの契約者」 EX 205MB - - 第07話 「クロの過去」 EX 254MB - - 第08話 「緋馬一族」 EX 241MB - - 第09話 「母の影」 EX 245MB - - 第10話 「末路」 EX 307MB - - 第11話 「再会」 EX 185MB - - 第12話 「激闘」 EX 327MB - - 第13話 「新世界」 EX 245MB - - 第14話 「突破口」 EX 195MB - - 第15話 「修羅」 EX 262MB - - 第16話 「崩壊」 EX 366MB - - 第17話 「真神(まさがみ)」 EX 341MB - - 第18話 「異変」 EX 252MB - - 第19話 「千尋」 EX 298MB - 5.61 fps 第20話 「覚醒」 EX 277MB 22 5.04 fps 第21話 「神変」 EX 399MB 22 4.39 fps 第22話 「運命」 EX 241MB 22 14.06 fps 第23話 「道」 EX 225MB 22 14.35 fps -第19話 「千尋」 茜さんの目的わかるかと思ったけど、謎のまま。 [黒神 The Animation 第19話 「千尋」.mp4] (1pass) using cpu capabilities MMX2 SSE2Fast SSSE3 FastShuffle SSE4.1 Cache64 profile High, level 4.1 slice I 775 Avg QP 19.96 size 32584 PSNR Mean Y 48.68 U 49.41 V 49.57 Avg 48.88 Global 48.62 slice P 12720 Avg QP 21.58 size 15681 PSNR Mean Y 47.01 U 48.47 V 48.75 Avg 47.43 Global 47.17 slice B 21850 Avg QP 24.83 size 2499 PSNR Mean Y 46.17 U 48.20 V 48.67 Avg 46.76 Global 46.45 consecutive B-frames 7.8% 17.9% 28.8% 26.9% 18.6% mb I I16..4 59.6% 23.9% 16.5% mb P I16..4 26.3% 0.0% 8.5% P16..4 26.7% 5.2% 4.8% 0.0% 0.0% skip 28.5% mb B I16..4 2.6% 0.0% 0.6% B16..8 15.6% 0.4% 0.5% direct 1.1% skip 79.2% L0 34.0% L1 62.6% BI 3.4% 8x8 transform intra 3.1% inter 30.1% direct mvs spatial 99.6% temporal 0.4% coded y,uvDC,uvAC intra 29.0% 52.0% 10.2% inter 8.0% 5.2% 0.1% ref P L0 78.0% 12.4% 9.5% ref B L0 85.4% 14.6% AQ Result Bright MB 1.64% QP Up 49.42% Down 18.02% AQ Result Middle MB 52.04% QP Up 43.06% Down 36.25% AQ Result Dark MB 0.00% QP Up 0.00% Down 0.00% AQ Result M.Dark MB 1.13% QP Up 99.81% Down 0.00% AQ change value 6 0.37% 5 0.06% 4 0.08% 3 0.29% 2 0.68% 1 1.33% 0 85.08% -1 5.49% -2 5.05% -3 1.42% -4 0.15% SSIM Mean Y 0.9870835 PSNR Mean Y 46.527 U 48.324 V 48.719 Avg 47.047 Global 46.738 kb/s 1894.66 encoded 35345 frames, 5.61 fps, 1585.22 kb/s -第20話 「覚醒」 兄さん実はイイ人だった回だけど、コレまでやってきたことが無茶やりすぎだっただけにイイ人に見えないw。茜さんは真神を倒すことに協力したってことなのか、いままでの茜さんからは想像できない決断だなー。啓太の命を守るためとかなにか真の目的がありそう。 [黒神 The Animation 第20話 「覚醒」.mp4] (1pass) using cpu capabilities MMX2 SSE2Fast SSSE3 FastShuffle SSE4.1 Cache64 profile High, level 4.1 slice I 599 Avg QP 19.29 size 37248 PSNR Mean Y 49.19 U 50.12 V 50.82 Avg 49.43 Global 49.00 slice P 16319 Avg QP 20.37 size 11407 PSNR Mean Y 47.85 U 49.65 V 50.36 Avg 48.36 Global 47.95 slice B 18290 Avg QP 24.57 size 2642 PSNR Mean Y 46.94 U 49.36 V 50.22 Avg 47.59 Global 46.97 consecutive B-frames 15.1% 35.7% 27.9% 12.3% 8.9% mb I I16..4 52.5% 28.7% 18.9% mb P I16..4 16.5% 0.0% 5.7% P16..4 25.8% 3.8% 4.6% 0.0% 0.0% skip 43.6% mb B I16..4 2.4% 0.0% 0.6% B16..8 16.8% 0.5% 0.5% direct 1.1% skip 78.0% L0 34.8% L1 61.5% BI 3.7% 8x8 transform intra 3.6% inter 31.4% direct mvs spatial 97.3% temporal 2.7% coded y,uvDC,uvAC intra 32.2% 49.8% 10.1% inter 8.4% 5.5% 0.1% ref P L0 85.5% 8.5% 6.0% ref B L0 87.6% 12.4% AQ Result Bright MB 2.55% QP Up 45.97% Down 10.82% AQ Result Middle MB 48.13% QP Up 27.44% Down 41.84% AQ Result Dark MB 0.00% QP Up 0.00% Down 0.00% AQ Result M.Dark MB 2.43% QP Up 99.82% Down 0.00% AQ change value 6 0.68% 5 0.22% 4 0.24% 3 0.80% 2 1.61% 1 2.21% 0 83.89% -1 6.20% -2 3.13% -3 0.89% -4 0.16% SSIM Mean Y 0.9887112 PSNR Mean Y 47.402 U 49.505 V 50.297 Avg 47.977 Global 47.428 kb/s 1748.74 encoded 35208 frames, 5.04 fps, 1457.37 kb/s -第21話 「神変」 いろいろツッコミどころあったけど、楽しめた。黎真が主人公に見えるなー。 とりあえず、真神に男声はないと思うんだ。 まさかの400MB、暗いシーンが多かったから縮むかと思ったんだけど、よく動いたからか。 [黒神 The Animation 第21話 「神変」.mp4] (1pass) using cpu capabilities MMX2 SSE2Fast SSSE3 FastShuffle SSE4.1 Cache64 profile High, level 4.1 slice I 943 Avg QP 20.33 size 30557 PSNR Mean Y 48.03 U 49.77 V 49.49 Avg 48.43 Global 48.12 slice P 13862 Avg QP 21.82 size 17440 PSNR Mean Y 47.04 U 49.18 V 48.87 Avg 47.50 Global 47.03 slice B 19357 Avg QP 25.51 size 5383 PSNR Mean Y 45.79 U 48.73 V 48.45 Avg 46.44 Global 45.76 consecutive B-frames 10.1% 27.8% 34.6% 14.1% 13.4% mb I I16..4 58.6% 25.3% 16.1% mb P I16..4 30.8% 0.0% 12.8% P16..4 22.7% 5.0% 3.0% 0.0% 0.0% skip 25.6% mb B I16..4 4.9% 0.0% 1.8% B16..8 23.6% 0.9% 0.9% direct 2.2% skip 65.6% L0 42.7% L1 53.7% BI 3.6% 8x8 transform intra 2.9% inter 31.9% direct mvs spatial 96.9% temporal 3.1% coded y,uvDC,uvAC intra 32.1% 45.9% 9.9% inter 11.0% 7.9% 0.3% ref P L0 77.9% 13.0% 9.1% ref B L0 83.0% 17.0% AQ Result Bright MB 2.97% QP Up 41.61% Down 9.63% AQ Result Middle MB 49.62% QP Up 23.55% Down 40.75% AQ Result Dark MB 0.00% QP Up 0.00% Down 0.00% AQ Result M.Dark MB 2.32% QP Up 99.89% Down 0.00% AQ change value 5 0.33% 4 0.43% 3 0.06% 2 2.48% 1 1.08% 0 84.52% -1 7.21% -2 2.69% -3 1.05% -4 0.14% SSIM Mean Y 0.9851962 PSNR Mean Y 46.359 U 48.940 V 48.649 Avg 46.926 Global 46.285 kb/s 2630.21 encoded 34162 frames, 4.39 fps, 2126.89 kb/s -第22話 「運命」 自動フィールドシフトだとロゴが消えない現象が発生(原因は不明)。 ということで自動24fpsでavisynthを使用してエンコード。 早い!早い! avis [info] 1280x720 @ 23.98 fps (33804 frames) x264 [info] using cpu capabilities MMX2 SSE2Fast SSSE3 FastShuffle SSE4.1 Cache64 x264 [info] profile High, level 4.1 mp4 [info] initial delay 4004 (scale 96000) x264 [info] slice I 560 Avg QP 19.71 size 33510 PSNR Mean Y 49.53 U 50.38 V 50.00 Avg 49.65 Global 49.10 x264 [info] slice P 11130 Avg QP 21.03 size 13337 PSNR Mean Y 48.16 U 49.44 V 49.13 Avg 48.45 Global 47.89 x264 [info] slice B 22114 Avg QP 24.31 size 2109 PSNR Mean Y 47.46 U 49.31 V 49.08 Avg 47.91 Global 47.30 x264 [info] consecutive B-frames 4.4% 13.7% 34.9% 24.7% 22.4% x264 [info] mb I I16..4 57.7% 24.0% 18.3% x264 [info] mb P I16..4 20.2% 0.0% 6.1% P16..4 26.8% 4.9% 4.7% 0.0% 0.0% skip 37.3% x264 [info] mb B I16..4 1.3% 0.0% 0.4% B16..8 14.3% 0.4% 0.4% direct 1.0% skip 82.2% L0 35.1% L1 60.5% BI 4.5% x264 [info] 8x8 transform intra 3.5% inter 32.7% x264 [info] direct mvs spatial 98.5% temporal 1.5% x264 [info] ref P L0 78.0% 12.9% 9.1% x264 [info] ref B L0 86.5% 13.5% x264 [info] AQ Result Bright MB 6.25% QP Up 41.39% Down 7.93% x264 [info] AQ Result Middle MB 86.87% QP Up 40.57% Down 36.82% x264 [info] AQ Result Dark MB 0.00% QP Up 0.00% Down 0.00% x264 [info] AQ Result M.Dark MB 3.39% QP Up 99.89% Down 0.00% x264 [info] AQ change value 6 0.87% 5 0.24% 4 0.29% 3 0.68% 2 1.05% 1 2.29% 0 81.60% -1 7.13% -2 4.19% -3 1.50% -4 0.15% x264 [info] SSIM Mean Y 0.9901842 x264 [info] PSNR Mean Y 47.727 U 49.369 V 49.115 Avg 48.119 Global 47.512 kb/s 1213.37 encoded 33804 frames, 14.06 fps, 1213.70 kb/s, drop 0 -第23話 「道」 今回も自動フィールドシフトだとロゴが消えないため、自動24fpsでエンコード。 総集編→結婚式→ED→主人公死亡の流れだけど、総集編部分は各キャラ視点 新しい部分を追加していた。 事実上の最終回は先週で、今回は番外編と思えば、全然悪くないし、嫌いじゃない。 スタッフさま、半年間おつかれさまでした avis [info] 1280x720 @ 23.98 fps (33804 frames) x264 [info] using cpu capabilities MMX2 SSE2Fast SSSE3 FastShuffle SSE4.1 Cache64 x264 [info] profile High, level 4.1 mp4 [info] initial delay 4004 (scale 96000) x264 [info] slice I 573 Avg QP 19.88 size 32736 PSNR Mean Y 50.13 U 51.30 V 51.20 Avg 50.34 Global 49.50 x264 [info] slice P 10765 Avg QP 21.00 size 12780 PSNR Mean Y 48.04 U 49.65 V 49.72 Avg 48.41 Global 47.77 x264 [info] slice B 22466 Avg QP 24.29 size 1794 PSNR Mean Y 47.13 U 49.36 V 49.51 Avg 47.68 Global 47.11 x264 [info] consecutive B-frames 3.5% 12.7% 31.3% 31.1% 21.2% x264 [info] mb I I16..4 61.2% 20.5% 18.4% x264 [info] mb P I16..4 17.0% 0.0% 4.8% P16..4 28.2% 5.3% 5.7% 0.0% 0.0% skip 39.0% x264 [info] mb B I16..4 0.8% 0.0% 0.2% B16..8 14.3% 0.3% 0.4% direct 0.9% skip 83.1% L0 33.6% L1 61.8% BI 4.5% x264 [info] 8x8 transform intra 3.7% inter 32.4% x264 [info] direct mvs spatial 97.1% temporal 2.9% x264 [info] ref P L0 77.8% 12.9% 9.3% x264 [info] ref B L0 86.0% 14.0% x264 [info] AQ Result Bright MB 11.52% QP Up 50.99% Down 6.96% x264 [info] AQ Result Middle MB 79.11% QP Up 32.13% Down 42.94% x264 [info] AQ Result Dark MB 0.00% QP Up 0.00% Down 0.00% x264 [info] AQ Result M.Dark MB 4.50% QP Up 99.84% Down 0.00% x264 [info] AQ change value 6 1.65% 5 0.32% 4 0.37% 3 1.08% 2 1.40% 1 3.12% 0 77.37% -1 8.10% -2 4.64% -3 1.84% -4 0.1 1% x264 [info] SSIM Mean Y 0.9902674 x264 [info] PSNR Mean Y 47.469 U 49.483 V 49.607 Avg 47.960 Global 47.342 kb/s 1115.77 encoded 33804 frames, 14.35 fps, 1116.11 kb/s, drop 0
https://w.atwiki.jp/mvc3/pages/98.html
OPTIONS OPTIONSCONTROLLER OPERATION MODECONTROL SELECT CONTROL TYPE HUD POSITION SOUND CHARACTER VOICE SYSTEM CONTROLLER キーコンフィグが行える。 通常のボタンのほかに、「弱+中」「弱+強」「中+強」「弱+中+強」「パートナー1+パートナー2」を設定可能。 OPERATION MODE CONTROL SELECT キャラクター選択時に毎回操作方法(シンプル/ノーマル)を選択するかどうかが設定できる。 CONTROL TYPE コントロールセレクトをオフ(毎回選ばない)にした場合、シンプル/ノーマルどちらにしておくか設定できる。 HUD POSITION 体力ゲージとHCゲージの位置を上下に移動できる。 SOUND BGM/SEそれぞれ「Gamers Feel」「Movies Feel」の2タイプから選択可能。 ゲーマーフィールはよりゲームらしく、ムービーフィールはより映画らしく壮大な感じになる。 また、ゲーム中のアナウンスのON/OFFが設定可能。 音量調整もBGM・SE・VOICE・VOICE CHATそれぞれ別に変更可能。 CHARACTER VOICE CAPCOMキャラクターのボイスをそれぞれ個別に英語/日本語から選択できる。 SYSTEM DLC配信のお知らせのON/OFFが設定できる。
https://w.atwiki.jp/pathofexile12/pages/43.html
入手方法 詳説・特徴 関連リンク Amplification Rod Spiraled WandWandsQuality +20%Physicalダメージ 12-37.2クリティカル確率 7.00%攻撃速度 1.30DPS 32.0 pDPS 32.0 ステータス要求値:LEVEL36, 83 INT (15-19)% increased Spell DamageSpellダメージが(15-19)%増加 +1 to Level of Socketed GemsソケットされたGemに+1 Socketed Gems are Supported by Level 1 Increased Area of Effectこの装備にソケットされたGemはレベル1のIncreased Area of Effectでサポートされる Socketed Gems are Supported by Level 1 Spell Echoこの装備にソケットされたGemはレベル1のSpell Echoでサポートされる Socketed Gems are Supported by Level 1 Controlled Destructionこの装備にソケットされたGemはレベル1のControlled Destructionでサポートされる +(10-30) to IntelligenceIntelligenceに+(10-30) No one likes a quiet encore. 入手方法 カード等のドロップ以外の入手方法 アイテム 必要数 備考 Power Magnified 1 予言を達成することで取得 Reverberation Rod 1 詳説・特徴 関連リンク 英wiki https //pathofexile.gamepedia.com/Amplification_Rod Unique Wands 一覧
https://w.atwiki.jp/tokyolangr/pages/17.html
R Language Definition 1 Introduction @dichika 節 担当 予約・済(発表資料) (全体) @dichika 済 2 Objects 節 担当 予約・済(発表資料) 2.1 Basic types @dichika 済 2.2 Attributes @_kohta 発表資料 2.3 Special compound objects @_kohta 済(同上) 3 Evaluation of expressions 節 担当 予約・済(発表資料) 3.1 Simple evaluation @manozo 発表資料 3.2 Control structures @manozo 済(同上) 3.3 Elementary arithmetic operations @tyatsuta 発表資料 3.4 Indexing @tyatsuta 済(同上) 3.5 Scope of variables @tyatsuta 予約 4 Functions 節 担当 予約・済(発表資料) 4.1 Writing functions 4.2 Functions as objects 4.3 Evaluation 5 Object-oriented programming 節 担当 予約・済(発表資料) 5.1 Definition 5.2 Inheritance 5.3 Method dispatching 5.4 UseMethod 5.5 NextMethod 5.6 Group methods 5.7 Writing methods 6 Computing on the language @teramonagi 節 担当 予約・済(発表資料) 6.1 Direct manipulation of language objects @teramonagi 発表資料 6.2 Substitutions @teramonagi 済(同上) 6.3 More on evaluation @teramonagi 済(同上) 6.4 Evaluation of expression objects @teramonagi 済(同上) 6.5 Manipulation of function calls @teramonagi 済(同上) 6.6 Manipulation of functions @teramonagi 済(同上) 7 System and foreign language interfaces 節 担当 予約・済(発表資料) 7.1 Operating system access 7.2 Foreign language interfaces 7.3 .Internal and .Primitive 8 Exception handling 節 担当 予約・済(発表資料) 8.1 stop 8.2 warning 8.3 on.exit 8.4 Error options 9 Debugging 節 担当 予約・済(発表資料) 9.1 browser 9.2 debug/undebug 9.3 trace/untrace 9.4 traceback 10 Parser 節 担当 予約・済(発表資料) 10.1 The parsing process 10.2 Comments 10.3 Tokens 10.4 Expressions 10.5 Directives
https://w.atwiki.jp/makarunote/pages/328.html
Period of Revolution (ピリオド・オブ・レボリューション) 基本情報 アーティスト COSIO(ZUNTATA) 配信日 2014/09/24 ジャンル オリジナル 原曲 - 解禁方法 解禁条件なし BPM 138 難易度 S4/N5/H9(旧:4/5/8) 特徴 難コース「電子回路地帯」同時押し注意(HARDは特に注意) アップデートに伴う特記事項 2018/03/2915段階の難易度表記に対応。 特徴 この曲最大の見どころは、何といっても中盤の「電子回路」地帯だろう。1画面内に16小節ぶんの譜面が一挙に表示される難所で、プレイヤーは迷路状のコースを走るアバターを目で追いながら譜面を演奏しなくてはならない。 この場面以外には難所がほぼないので、電子回路以外の序盤や終盤でつまずいている人は、先にそちらを完璧に対策しよう。 アバターや各種ターゲットはかなり小さく表示される。特に白色で表示される3D系のアバターを使っているプレイヤーは、アバターを見失わないように注意。 画面右上には判定やチェイン数を表示する場所があるので、アバターがその近辺を通るタイミングではターゲットの見逃しも起きやすい。 アドリブの注意点 隠し場所は序盤と終盤に偏っており、すべて4拍子のリズムに合わせた「4つ打ち」でキレイに拾うことができる。 下記の基本リズムを参考に逃さず拾っていきたいところ。 問題の「電子回路」地帯にアドリブは1個もない。迷路の中での空打ちは厳禁だ。 終盤のアドリブはドラムが鳴っていない場面に隠されているので注意。 4拍子のリズム 【① ・ ② ・ ③ ・ ④ ・ ① ・ ② ・ ③ ・ ④ ・ 】 [◯.◯◯.◯◯.....★.......★...◯.◯◯.◯◯.] HARDの注意点 HARDの「電子回路」地帯は16分ズレのターゲットを多数含んでいる難関。下記の譜面も参考に、少しずつ確実にモノにしていこう。 迷路状のコースは合計16小節あるが、実は1〜8小節めと同じパターンが、9〜16小節めで再度繰り返されている。これに気づけば、覚える負担が半分に減るのでかなり楽だ。 譜面に慣れるまではヒット〜ホールドの繋ぎをミスしやすい。「ボタン離し→ボタン押し」の操作の正確さと素早さが問われる。 ◯……ヒット ◎……クリティカル --…ホールド ---------- 4拍子のリズム 【① ・ ② ・ ③ ・ ④ ・ ① ・ ② ・ ③ ・ ④ ・ 】 [◎.◯.◯◯.◯..◯.----◎.◯◯.◯.◯-----.◯.] [◎.◯.◯.◯◯.◯.◯----◎.◯.◯.◯◯-----.◯.] [◎.◯.◯.◯◯..◯.----◎.◯◯.◯.◯-----.◯.] [◎.◯.◯.◯◯.◯.◯----◎.◯.◯.◯◯.◯◯◯.◯.◯]◀︎ここまで1ループ [◎.◯.◯◯.◯..◯.----◎.◯◯.◯.◯-----.◯.] [◎.◯.◯.◯◯.◯.◯----◎.◯.◯.◯◯-----.◯.] [◎.◯.◯.◯◯..◯.----◎.◯◯.◯.◯-----.◯.] [◎.◯.◯.◯◯.◯.◯----◎.◯.◯.◯◯.◯◯◯.◯.◯] 【アップデート年表へ戻る】 【トップページへ戻る】
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世界呪附:海面を凍らせ、陸と海の間の一般的な移動と航海を禁止します Sea of Ice 領域 使用 宝石 Alteration Lv7 儀式/水陸両用 80 主属性 副属性 効果量 効果発生数 6 - - - 射程距離 効果範囲 精度補正 疲労 - - - - 特殊 世界呪附 ゲーム内説明文 All lakes, seas and rivers in the world are frozen by this powerful enchantment. This makes travel between land and sea impossible, except by magical means such as teleportation. The frozen seas also stop Vanheim and other seafaring nations from sailing. The enchantment lasts until someone dispels it or the caster dies. 和訳 世界中のすべての湖、海、川が、この強力な魔法によって凍結します。これはテレポートなどの魔法的な手段を用いない限り、陸と海の間の移動を不可能とします。凍りついた海は、Vanheimなどの航海技術を持つ国の出航を阻害します。呪文は誰かが解呪する、あるいは術者が死ぬまで持続します。 解説 世界中の水面を凍結させ、陸と海の間の通常の移動およびSailing技能による航海を不可能とする世界呪附。また副作用として、すべての川が気候天秤を問わず常に横断可能な状態となる。 メインとなる効果は一部の移動を禁じるものなのだが、移動できなくなるのは敵だけではなく自分もなので、活用が難しい。陸の国が水中の国の増援の派遣を絶つために使うのがもっとも簡単で効果的な利用法となるだろう。 また水陸両用の兵が豊富な国の進軍の阻害にも利用できる。AgarthaのPale Oneが代表的だが、アンデッドを中心とする国に対しても有効。 逆に水中の国が使う場合、ほとんどのマップでは水中に篭り続けて勝つのは現実的ではない(寺院数の差で押し潰される)ため、これによって敵の侵攻を抑えるのはあまり良い考えとは言えない。ただし、儀式魔法などによるテレポートによって陸に上がることは可能なので、それらの魔法を容易に活用できるのであれば、反撃を恐れることなく攻撃を行う手段として利用できる。 敵の航海による奇襲が鬱陶しい場合、それを阻害するためだけに使うことも考えられる。移動距離が伸びたSailingは前作に比べてかなり強力な能力となっているため、無駄とも言えない。 またこれに関連し、世界呪附Ghost Ship ArmadaとLure of the Deepの効果も一時的に無効化される。敵がそれらを発動している場合は対抗策として使えるが、自分が発動している場合は注意。 川については年中凍ったままになるため、こちらはむしろ移動を容易にする形になる。どれほどの影響力があるかはマップ次第なのは言うまでもないことだが、敵が想定していない経路での進軍を容易にしてくれるだろう。とくにHeat寄りの天秤を使う国は川を越える形での侵攻にほとんど備えていないこともあり得るので、上手く行けばかなり有利な状態で戦うことができる。 コメント 名前 コメント
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index Character Actions Movement Dialogue Fighting Effects of Fatigue Effects of Encumbrance Effects of Intoxication Effects of Poison Effects of Reputation and Alignment ReputationAlignment Encounter AdjustmentsNote to the unwary Reputation Effects on Party Members Character Actions The basic actions you can perform in the Realms are simple. You can wander the landscape, speak with the denizens, and occasionally swing a sword or two. The basic actions you can perform are described below, along with a few effects that may modify these basic actions. Movement There is one constant movement rate in Baldur’s Gate – this is approximately equivalent to 60’ in AD D game terms. Your characters can move more quickly if you cast a Haste spell on them. You can group select characters and easily move them into various formations (this is discussed in more detail in the other manual under the interface descriptions. See pages 11-18 in the Game Guide) Dialogue Killing everything you meet eventually leads to problems. First, you’ll never finish the quests in the game if you kill everything – no one will be left to talk to in order to find out what you need to do. Second, at some point your reputation will fall to the level that you will be attacked on sight by every guard in the game. You won’t survive this. Sometimes the best thing to do is talk, whether it’s casual conversation, hardball negotiation, jovial rumor-swapping, or intimidating threats. Not everything you meet, human or otherwise, is out to kill your character. Help often appears in the most surprising forms. Thus it often pays to take the time to talk to people (or creatures...). Fighting There are times when you don’t want to or can’t run away; (Running all the time is not that heroic), and there are times when you know talking is not a good idea. Sooner or later, your character(s) will have to fight. The real trick is knowing when to fight and when to talk or run. Effects of Fatigue Your characters have to rest every so often, both to memorize spells as well as to gain back their strength. If your characters start complaining that they are tired, it would be prudent to stop and make camp for the night. Go to all characters’ priest or mage spell pages, and after configuring any spells that you want to memorize, click on the “rest” icon. You will rest for eight hours, unless your sleep is interrupted, and awaken refreshed. If your party was injured, party members will gain a few hit points every time they rest. A character can continue to operate at peak efficiency for 24 hours game time (2 hours real time). After this time, the characters will start to complain of fatigue, and for every 4 hours beyond this 24 hour mark the player will receive a -1 luck penalty (-1 to all of their rolls). As soon as the characters rest, all of their penalties will be removed. Note Characters resting in rented rooms while visiting an Inn will heal more or less based on the quality of the room. Effects of Encumbrance Each character has a certain number of slots free, along with a number of slots associated with a paper doll representation of the character. One item may be placed in each slot. In addition, how much weight a character may carry is based on the Strength of that particular character. The weight allowances for your characters are listed in the tables at the end of this manual (see pg 134). Effects of Intoxication All the better inns serve a variety of intoxicants, and drinking to excess will, of course, impair your character’s ability to function in combat. Sufficient drink bolsters the morale, but the tradeoff in effectiveness hardly makes it worth it. The number of drinks you can have before suffering penalties is closely related to your constitution, though recovery is uniform. A character with a Constitution of 3 will find himself quite tipsy after one drink, though regardless of the amount, a good night’s sleep will negate all effects. Effects of Poison Poison is an all-too-frequent hazard faced by characters. Bites, stings, deadly potions, drugged wines, and bad food all await characters at the hands of malevolent wizards, evil assassins, hideous monsters, and incompetent innkeepers. Fortunately, there are many ways a character can be treated for poison. Several spells exist that either slow the onset time, enabling the character the chance to get further treatment, or negate the poison entirely. Note that Cure spells do not negate the progress of a poison. Effects of Reputation and Alignment Reputation The party has a reputation, which influences the manner in which Non-Player Characters (NPC s) associate with the party. The player begins with a reputation based on the alignment of the lead character. The reputation chart consists of 20 levels. Each level changes how NPC s interact with the party. See the table on page 143 for actions that change reputation, either positively, or negatively, based on the current reputation of the party. Be warned, evil-doing parties are likely to become the targets of bounty hunters and guards. Alignment Alignment has less effect on actual game play than reputation does. A character s starting alignment determines a starting reputation. Alignment is the backbone of who your character is and what he or she represents, and reputation is the practical application of those beliefs. If your reputation does not match with your alignment, your character may suffer consequences. Characters who join your party may or may not agree with the current reputation of the party based on their alignment or may decide they are unhappy with the party reputation while you are playing. Alignment Starting Reputation Lawful Good 12 Neutral Good 11 Chaotic Good 11 Lawful Neutral 10 Neutral 10 Chaotic Neutral 10 Lawful Evil 9 Neutral Evil 9 Chaotic Evil 8 A player who starts with a paladin or a ranger has to watch his reputation very carefully. If at any time the party s reputation falls below 6, the character will lose his status as a paladin; or in the case of a ranger, the loss of abilities will occur at a reputation of 4. In either case, if the reputation of the party falls below the acceptable level, that character will become a fighter. A paladin or ranger who loses that status cannot regain it. Encounter Adjustments Whenever the party encounters a NPC, a reaction roll will be made. This will be a simulated roll of two 10-sided dice. Modifiers will be applied according to the party leader’s Charisma, and the reputation of the party. The specific NPC may also have a modifier to the encounter adjustment. Encounter adjustments affect how people that you are talking to perceive you. It will affect whether they are willing to give you much information, and it will also improve prices of items in stores, if you purchase them when you have a good encounter adjustment. See the reaction adjustment table on pg 144. Note to the unwary Some spells improve the Charisma of your party relative to others – for example, the Charm spells. However, these spells so alter the perception of the recipient that they may forget dealings they have had with you. They will also be hostile towards you when the spell wears off, so be careful whom you target. You could potentially close off quests you could have otherwise completed. Reputation Effects on Party Members Each party member has five different states determined by their alignment. These states are happy, neutral, unhappy, angry, and breaking point. Each of these states correspond to the four different verbal dialogue cues that a character has (that is, a character won t complain if he or she is happy, but if the character is in any other state, complaints will be heard). A table shows how the party s reputation will alter their state (based on the character s alignment) on pg 145.
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原文 http //www.mydefrag.com/Scripts-FileActions.html 更新日 2010/12/12 (ここで取り扱っている内容の原文をコピーした日付です) AddGap Set the position of the beginning of the next zone. This command is commonly used to create a gap at the end of the zone, making the zone bigger than necessary for the files in the zone, but the command can also be used to position a zone anywhere on disk. The command will be skipped (not executed) if the zone is empty (no files are selected by the FileBoolean). The NUMBER specifies the beginning of the next zone, an absolute position on the disk. Usually it will be the ZoneEnd plus a number of bytes, but you can specify a different formula. The command will do nothing if the NUMBER is negative. It is an absolute position on disk, and a negative number would be before the beginning of the disk. The program will automatically vacate the gap between the current end of the zone and the NUMBER. It will not vacate if the DoNotVacate option is specified, or if the NUMBER is lower than current end of the zone (negative gap). If all the next zones are sorted zones (using one of the SortBy fileactions) then DoNotVacate can be used, it will save some unnecessary data movements. The * FastFill and * MoveDownFill fileactions will only move files down, never up, so files that are in a DoNotVacate gap will be left in the gap. Syntax AddGap(NUMBER [, DoNotVacate]) Example # Add a gap of 1% of the free size of the volume. AddGap(ZoneEnd + VolumeFree * 0.01) # Same, but do not vacate. AddGap(ZoneEnd + VolumeFree * 0.01 , DoNotVacate) # Add a gap 1% of the volume size AddGap(ZoneEnd + VolumeSize * 0.01) # Add a gap of 1000 clusters. AddGap(ZoneEnd + 1000 * BytesPerCluster) # Add a gap 10% of the size of the MFT. AddGap(ZoneEnd + MftSize * 0.1) See also MakeGap FileActions Defragment Defragment all the selected items. Items that are not fragmented are ignored, they are not moved. Fragmented files are moved to somewhere above the beginning of the zone, possibly outside the zone. Defragment() will not optimize the zone, it does not move all files to the zone. To do that you need to use another fileaction, for example FastFill(). But not a SortBy fileaction, because those will already defragment all items and Defragment() would then do double work. There are 2 defragmentation algorithms to choose from. The * Fast algorithm will only defragment a file if it can find a gap big enough for the entire file. It will skip files that are too big for any gap. The default defragmentation algorithm will not give up so easily, if it encounters a big file and cannot find a big gap then it will try to make a big gap by shuffling other files around. This can take a lot of time. If the * IgnoreWrapAroundFragmentation setting is active (the default) then wrap-around fragmentation is not defragmented. Syntax Defragment(OPTIONS) Options Fast ChunkSize Example FileSelect .... FileActions Defragment() FileEnd See also IgnoreWrapAroundFragmentation FileSelect FileBoolean FileActions FastFill Fill gaps as best as possible with items from above the gap, in other words, consolidate free space. FastFill is a very fast and effective way to reduce the number of gaps on the disk, and at the same time move files as far to the beginning of the disk as possible. FastFill tries to perfectly fill gaps by looking for combinations of files. If no combination can be found and without the * WithShuffling option then the largest file that fits in the gap will be used, leaving a smaller gap. If all files above the gap are larger than the gap then the gap cannot be filled and will be skipped. If the WithShuffling option is specified then the file just above the gap will be moved away, making the gap bigger. The program will then try again to find a perfect fit. When looking for a combination of perfectly fitting files the program does not test all combinations of all files. It has to limit itself because the number of permutations for even a small set of files is astronomical. There is a tendency for small files to migrate to the beginning of the zone and large files to the end. This is because small files have a better chance to fit into a gap and are therefore more likely to move down. FastFill will destroy the ordering of the files. If the zone was optimized earlier (in another MyDefrag session, running another script) by one of the SortBy actions, then consider using * MoveDownFill instead. It is slower but it will preserve the ordering. Syntax FastFill() Options WithShuffling Example FileSelect .... FileActions # Fill gaps with items from above. FastFill() FileEnd See also WithShuffling MoveDownFill ForcedFill FileSelect FileBoolean FileActions ForcedFill Move all data as fast as possible to the beginning of the zone. The function will take the highest data on disk and split it into fragments that perfectly fill the gaps at the beginning of the zone, until the first gap is after the last data. Syntax ForcedFill() Example FileSelect .... FileActions # Fill gaps with items from above. ForcedFill() FileEnd See also MoveDownFill FastFill FileSelect FileBoolean FileActions MoveDownFill Fill all the gaps by moving (shifting) items to the beginning of the zone. This will perfectly fill all the gaps and will preserve the sorting order of the files. A tiny little gap somewhere at the beginning of the zone will cause all items above the gap to be moved (shifted). In this case MoveDownFill() is only a little faster than a full SortBy***(). However, if the gap happens to be further into the zone then MoveDownFill() will save time. Syntax MoveDownFill() Example FileSelect .... FileActions # Fill gaps with items from above. MoveDownFill() FileEnd See also FastFill ForcedFill FileSelect FileBoolean FileActions MoveToEndOfDisk Move the selected files to the end of the disk. More specifically for every selected file try to find a gap above that file big enough to hold the file, and move the file to the end of that gap. If no gap is found then skip the file. Files are automatically defragmented when they are moved. This action is relatively slow, best to be used for big files only. It s because the Microsoft defragmentation API is not very efficient in finding the last gap suitable for a file. The end of the disk is the slowest part of the disk. Many people want to move the spacehogs zone (with less important files that take up a lot of space) to the end of the disk, leaving a huge empty gap between the regular files and the spacehogs. In my opinion this is a waste of perfectly good harddisk space and makes the spacehogs slower than they need to be. This is why the standard MyDefrag scripts do not move the spacehogs to the end of the disk. Syntax MoveToEndOfDisk() Example FileSelect .... FileActions # Move files to the end of the disk. MoveToEndOfDisk() FileEnd See also FileSelect FileBoolean FileActions MoveUpToZone Move the selected files to above the beginning of the zone. Files that are already above the beginning of the zone are not moved. If there is no gap above the beginning of the zone that is big enough for a particular file, then the file is not moved. Files are automatically defragmented when they are moved. This action is designed to be used in cases where the beginning of the zone has been moved upwards by a * MakeGap volumeaction and the other fileactions would not move all the files. An example is the * FastFill fileaction, which only moves files down, never up, so files could stay before the beginning of the zone. MoveUpToZone() is not needed in zones that use a SortBy fileaction, because those actions will already move all files to the zone, even files that are before the beginning of the zone. Syntax MoveUpToZone() Example # Place the next zone at 50% of the volume. MakeGap(VolumeSize * 0.5, DoNotVacate) # Select files for the zone. FileSelect .... FileActions # Make sure all files are above the beginning of the zone. MoveUpToZone() # FastFill gaps in the zone with files from above the zone. FastFill() FileEnd See also FileSelect FileBoolean FileActions PlaceNtfsSystemFiles Place the selected items and sort alphabetically by their full pathname, ascending from A to Z or descending from Z to A. This function is intended to be used together with the * SelectNtfsSystemFiles fileboolean. It is basically the same as the * SortByName fileaction, except that files can be placed inside the NTFS reserved area. MyDefrag does not (cannot) change the size or location of the NTFS reserved area. The NUMBER parameter is only used to create a gap after the MFT. When Windows is booted it will automatically re-allocate the NTFS area. First it tries to place the area just after the MFT, using whatever free gap is there up to a maximum of 12.5% of the size of the volume. If there is no gap after the MFT then Windows places the area elsewhere on disk. Windows will also reset the area when the disk is mounted, see the MyDefrag * DismountVolume action. So, to move the NTFS reserved area you have to immediately boot the computer after using MyDefrag, and even then it is not guaranteed that the NTFS reserved area will have the size and place that you want. If the MFT is not selected then the NUMBER is ignored. It is useless to combine this fileaction with other fileactions, such as "Defragment()" or "FastFill()", because it moves all the files in the zone. Another fileaction would either needlessly move files, or would destroy the sorted order of the files. Syntax PlaceNtfsSystemFiles(OPTIONS , NUMBER) The OPTIONS are a space-separated list of these keywords Ascending Descending SkipBlock The NUMBER parameter is a hint, specifying a desired size for the NTFS reserved area. Example FileSelect # Select all the NTFS system files. SelectNtfsSystemFiles(yes) FileActions # Place the NTFS system files, NTFS reserved area is 10% of the MFT. PlaceNtfsSystemFiles(Ascending,MftSize * 0.1) FileEnd See also SelectNtfsSystemFiles DismountVolume ReclaimNtfsReservedAreas AppendLogfile BatteryPower Debug Description DiskmapFlip ExcludeFiles ExcludeVolumes ExitIfTimeout FileMoveChunkSize IgnoreWrapAroundFragmentation Language MaxRunTime Message OtherInstances Pause ProcessPriority RememberUnmovables RunProgram RunScript SetColor SetFileColor SetScreenPowerSaver SetScreenSaver SetStatisticsWindowText SetVariable Slowdown StatusBar Title WhenFinished WindowSize WriteLogfile ZoomLevel SortByCreationDate Place the selected items and sort by the time they were created, from oldest to newest ("ascending") or from newest to oldest ("descending"). The creation date can be newer than the last-changed date, for example when a file was downloaded, or unpacked from an archive (such as zip or arj). This action will also defragment. It is therefore not necessary to combine it with the * Defragment action. This action will create "wrap around" fragments. For more information see the * IgnoreWrapAroundFragmentation setting. Syntax SortByCreationDate(OPTIONS) The OPTIONS are a space-separated list of these keywords Ascending Descending SkipBlock Example FileSelect .... FileActions # Sort the items by CreationDate time, most recently accesses items first. SortByCreationDate(Descending) FileEnd See also FileSelect FileBoolean FileActions SortByImportSequence Place the selected items and sort by the sequence in which they were imported ("ascending") or in reversed order ("descending"). This function is designed to be used in combination with the * ImportListFromBootOptimize or the * ImportListFromFile file boolean. This action will also defragment. It is therefore not necessary to combine it with the * Defragment action. This action will create "wrap around" fragments. For more information see the * IgnoreWrapAroundFragmentation setting. Syntax SortByImportSequence(OPTIONS) The OPTIONS are a space-separated list of these keywords Ascending Descending SkipBlock Example # Optimize the system disk for faster booting. FileSelect ImportListFromBootOptimize() FileActions SortByImportSequence(Ascending) FileEnd See also ImportListFromBootOptimize ImportListFromFile FileSelect FileBoolean FileActions SortByLastAccess Place the selected items and sort by their LastAccess time from oldest to newest ("ascending") or from newest to oldest ("descending"). Sorting by LastAccess date/time may seem like a good idea at first, but is far from perfect. The theory is that the LastAccess times will be the same on all the files that are used by an application, so sorting by LastAccess will put all the files of the application together on disk. But the LastAccess time is also updated in many other cases, not only when you run an application. In my view sorting by LastAccess can be useful in certain situations, but is essentially random and should not be used for the bulk of the data on regular disks. Sorting in "Ascending" order will put the oldest (never accessed) files at the beginning of the zone. So, the files that you use the most are placed at the end of the zone, which is a slower part of the harddisk and (usually) further away from the MFT and the directories. Sorting in "Descending" order will put the last accessed files at the beginning of the zone. So, the files that are accessed first when you start a program are placed behind files that are accessed later. Your harddisk will be working backwards. Vista by default does not update the LastAccess time. For more information see * What is "NtfsDisableLastAccessUpdate"? On FAT volumes the resolution of the LastAccess time is 1 day. NTFS delays updates to the LastAccess time by up to one hour. Some improperly programmed utilities cause a change in the LastAccess time of all items on the disk when they scan the disk. Examples are virus scanners, backup programs, text indexers. This action will also defragment. It is therefore not necessary to combine it with the * Defragment action. This action will create "wrap around" fragments. For more information see the * IgnoreWrapAroundFragmentation setting. Syntax SortByLastAccess(OPTIONS) The OPTIONS are a space-separated list of these keywords Ascending Descending SkipBlock Example FileSelect .... FileActions # Sort the items by LastAccess time, most recently accesses items first. SortByLastAccess(Descending) FileEnd See also FileSelect FileBoolean FileActions SortByLastChange Place the selected items and sort by the time they were last changed, from oldest to newest ("ascending") or from newest to oldest ("descending"). The last-changed date can be older than the creation date, for example when a file was downloaded, or unpacked from an archive (such as zip or arj). This action will also defragment. It is therefore not necessary to combine it with the * Defragment action. This action will create "wrap around" fragments. For more information see the * IgnoreWrapAroundFragmentation setting. Syntax SortByLastChange(OPTIONS) The OPTIONS are a space-separated list of these keywords Ascending Descending SkipBlock Example FileSelect .... FileActions # Sort the items by LastChange time, most recently accesses items first. SortByLastChange(Descending) FileEnd See also FileSelect FileBoolean FileActions SortByName Place the selected items and sort alphabetically by their full pathname, ascending from A to Z or descending from Z to A. Items are not just sorted by their filename (for example "explorer.exe"), but by their full pathname including all the folder names (for excample "c \windows\explorer.exe"). The result is that all items that are in the same folder are placed in a block together on disk, and inside that block they re sorted by their filename. If a file has multiple names (hard links) then the file is sorted by the first name that happens to be mentioned in the FAT/MFT. This action will also defragment. It is therefore not necessary to combine it with the * Defragment action. This action will create "wrap around" fragments. For more information see the * IgnoreWrapAroundFragmentation setting. Syntax SortByName(OPTIONS) The OPTIONS are a space-separated list of these keywords Ascending Descending SkipBlock Example FileSelect .... FileActions # Sort the items by their full path. SortByName(Ascending) FileEnd See also FileSelect FileBoolean FileActions SortByNewestDate Place the selected items and sort by creation, last access, or last change date/time, whichever is newest, from oldest to newest ("ascending") or from newest to oldest ("descending"). Sorting by newest date/time may seem like a good idea at first, but is far from perfect. The theory is that the newest date/times will be the same on all the files that are used by an application, so sorting by the newest time will put all the files of the application together on disk. But the date/times are also updated in many other cases, not only when you run an application. In my view sorting by newest date/time can be useful in certain situations, but is essentially random and should not be used for the bulk of the data on regular disks. Sorting in "Ascending" order will put the oldest files at the beginning of the zone. So, the files that you use the most are placed at the end of the zone, which is a slower part of the harddisk and (usually) further away from the MFT and the directories. Sorting in "Descending" order will put the newest files at the beginning of the zone. So, the files that are accessed first when you start a program are placed behind files that are accessed later. Your harddisk will be working backwards. The creation date can be newer than the last-changed date, for example when a file was downloaded, or unpacked from an archive (such as zip or arj). This action will also defragment. It is therefore not necessary to combine it with the * Defragment action. This action will create "wrap around" fragments. For more information see the * IgnoreWrapAroundFragmentation setting. Syntax SortByNewestDate(OPTIONS) The OPTIONS are a space-separated list of these keywords Ascending Descending SkipBlock Example FileSelect .... FileActions # Sort the items by newest time. SortByNewestDate(Descending) FileEnd See also FileSelect FileBoolean FileActions SortBySize Place the selected items and sort by size from smallest to largest ("ascending") or from largest to smallest ("descending"). This action will also defragment. It is therefore not necessary to combine it with the * Defragment action. This action will create "wrap around" fragments. For more information see the * IgnoreWrapAroundFragmentation setting. Syntax SortBySize(OPTIONS) The OPTIONS are a space-separated list of these keywords Ascending Descending SkipBlock Example FileSelect .... FileActions # Sort the items from smallest to largest. SortBySize(Ascending) FileEnd See also FileSelect FileBoolean FileActions