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angiogenesis inhibition by minocycline Clarithromycin erythromycin roxithromycin 14-membered ring macrolide antibiotic VEGF matrix metalloproteinase inhibitors matrix metalloproteinase inhibitors cancer therapy metformin Old antibiotic reduces the growth of harmful blood vessels following stroke Inhibitory Effects of Celecoxib in Combination with Minocycline on Growth of Breast Cancer Bone Metastasis an Experiment Study Effect of macrolides on multiple drug resistance in human lung cancer cells http //kaken.nii.ac.jp/d/p/13670593.ja.html Recently it has been reported that clarithromycin (CAM), a 14-membered ring macrolide, prolongs the survival of patients with advanced lung cancer and that 14-member macrolides have immunomodulatory effects on a variety of cells including airway epithelial cells. On the basis of the above results, we hypothesized that 14-member macrolides would have some anticancer therapeutic effects. To evaluate this hypothesis, we examined the effect of macrolide antibiotics on chemotherapeutic drug-induced apoptosis of human non-small lung cancer (NSLC) cells. Tumor cells were incubated for 3 days with 14-member macrolides, CAM and erythromycin, or 16-member macrolides, josamycin and midecamycin, prior to cisplatin (CDDP) or doxorubicin treatment. Both of 14-member macrolides enhanced chemotherapeutic agent-induced apoptosis of NSLC cells carrying wild-type (wt) p53 (RERF-LC-MS, A549, EBC-1, and SQ-5) whereas 16-member macrolides did not. In p53 null NCI-H358 cells, neither anticancer agent alone nor the combination of 14-member macrolide and anticancer agent induced apoptosis. Chemotherapeutic agents induced the cell surface Fas and Fas ligand expression in wt p53 tumor cells, and the combination of 14-member macrolide and anticancer agent enhanced this effect. Pretreatment with a vector expressing dominant-negative p53 abrogated the apoptosis of wt p53 NSLC cells induced by CAM and CDDP. Clarithromycin suppressed the function of P- glycoprotein in NSLC cells carrying wt p53. Fourteen-member macrolides increased the level of p53 in wt p53 NSLC cells. These results indicate that 14-member macrolides enhanced chemotherapeutic agent-induced apoptosis in human NSLC cells by p53-dependent fashion. J Am Acad Dermatol. 1985 Feb;12(2 Pt 1) 308-12. Absorption of minocycline hydrochloride and tetracycline hydrochloride. Effect of food, milk, and iron. Leyden JJ. Abstract Serum concentrations of tetracycline hydrochloride and minocycline hydrochloride were compared when administered with water, milk, a meal, and 300 mg ferrous sulfate in two groups of eight volunteers. Absorption of both antibiotics was significantly decreased by administration with iron (77% inhibition with minocycline and 81% with tetracycline), milk (27% inhibition with minocycline, 65% with tetracycline), and food (13% inhibition with minocycline and 46% with tetracycline). The inhibitory effect on absorption with food and milk was significantly greater for tetracycline than for minocycline. PMID 3838321 [PubMed - indexed for MEDLINE] MIC にとらわれない感染症治療 -マクロライド長期治療の経験を生かして- 三笠桂一 奈良県立医科大学感染症センター
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} .not_in_card { border-bottom dashed 1px #D0D0D0; } .tooltip { display flex; visibility hidden; position absolute; top -42.5px; left 0; width 275px; min-height 20px; max-height 100px; padding 10px; border-radius 5px; background-color #555; align-items center; color #FFF; font-size 85%; line-height 20px; text-align center; white-space nowrap; opacity 0; transition 0.7s; -webkit-user-select none; -moz-user-select none; -ms-user-select none; user-select none; } .inaudible .tooltip { top -68.5px; } span hover + .tooltip { visibility visible; top -47.5px; opacity 0.8; transition 0.3s; } .inaudible span hover + .tooltip { top -73.5px; } .not_in_card span.hide { top -42.5px; opacity 0; transition 0.7s; } .inaudible .img { display inline-block; width 3.45em; height 1.25em; margin-right 4px; margin-bottom -3.5px; margin-left 4px; background-image url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2971/7/Inaudible.png); background-size contain; background-repeat no-repeat; } .not_in_card after, .inaudible .img after { content ; 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Format Title Artist Label Model Number Release Press 12 韻 MY LIFE YAMAKOU MG KLAXON,E-SMART MGKLP-2003 2002/10/20 300 237557997_624.v1465479687.jpg Side Track Title Produce A 1 韻 MY LIFE 童子-T 2 韻 MY LIFE(Inst) 童子-T 3 一瞬先は闇(Inst) YAMAKOU 4 韻 MY LIFE(Acap) 童子-T B 5 YAMAKOU THE 韻拳士 YAMAKOU 6 YAMAKOU THE 韻拳士(Inst) YAMAKOU 7 YAMAKOU THE 韻拳士(Acap) YAMAKOU 8 一瞬先は闇(Acap) YAMAKOU PERTAIN CD 韻 My Life [429] Client error `POST https //webservices.amazon.co.jp/paapi5/getitems` resulted in a `429 Too Many Requests` response { __type com.amazon.paapi5#TooManyRequestsException , Errors [{ Code TooManyRequests , Message The request was de (truncated...) [429] Client error `POST https //webservices.amazon.co.jp/paapi5/getitems` resulted in a `429 Too Many Requests` response { __type com.amazon.paapi5#TooManyRequestsException , Errors [{ Code TooManyRequests , Message The request was de (truncated...)
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ip_morale|Morale ip_morale_text|Morale represents the ability and willingness of the troops in a party to summon up the endurance, bravery, and discipline they need to face the stresses of battle and the march. It is not the same thing as the troops' happiness. Elite troops may grumble and whine about the hardships of campaigning -- but then stand together as one when the arrows start to fly. On the other hand, a commander who gives his men everything they want may find that they grow soft, and waiver before the enemy's charge.^^Morale's greatest impact is on a party's behaviour in battle, determining how aggressively troops engage the enemy, and how likely they are to break and run if they perceive the tide of battle turning against them. Morale also affects a party's march speed, as a less motivated party will move more slowly, as the men are not pushing themselves to their physical limit, and pause more frequently, as it waits for stragglers to catch up. Finally, a party with very low morale will start to suffer desertions.^^Some factors that affect morale are intuitive. For example, a charismatic commander with a reputation for winning battles can infuse his or her men with a sense of confidence. Leaders who give their men well ample and varied supplies of food, and pay them on time, demonstrate that they care about their troops' welfare, and are less likely to lead them into disaster.^^Other factors are less intuitive -- particularly those related to a party's sense of group cohesion. In a small tight-knit party, for example, men will often fight hard against daunting odds to avoid showing cowardice before their comrades-in-arms. A large party on the other hand may see its cohesion strained, as the commander has less time to supervise the men, listen to their grievances, and resolve their disputes. Frequent battles will strengthen the bonds between men, while long periods without combat will see the troops become bored and quarrelsome.^^The morale report, accessibly by hitting the 'reports' button will give the player a sense of the factors affecting his or her men's morale. ip_economy|Economy ip_economy_text|Towns and villages in Westeros and Essos need a wide variety of goods for their populations to remain healthy and productive. First in importance is food. Grain is the staple crop of Westeros and Essos, but people also need fat and protein in the form of meat, fish, or cheese. It takes almost as much work to preserve meat as to produce it in the first place, so salt is also in high demand. After food comes clothing heavy wool, lighter linens, or luxurious velvet. Finally, people need the tools of their trade ironware, pottery, leather-ware, and, of course, arms, armour, and horses for war.^^Most agricultural products are produced in the villages, while artisans in the towns specialize in manufactured or artisan goods like fabrics or ironware. Also, different resources can be found in different parts of the country. Consequently, the key to prosperity in Westeros and Essos is trade -- both between the villages and the towns, and between the major towns themselves.^^When trade flows, goods will be available and affordable, the population of a centre will be healthy and energetic, and migrants will flock from the nearby regions. The centre will produce more, consume more, and be able to contribute more in taxes to their lords. When trade dries up, towns and villages will see their workers flee to seek work elsewhere, and economic activity will drift to a stand-still. Thus, it is in the interests of rulers to protect trade routes from the hazards of war and banditry. A smart merchant, however, may want to seek out towns which have become isolated from the rest of the land, as he or she may be able to turn a tidy profit from the resulting price imbalances.^^Because villagers usually plan to take their goods to market in towns, village markets will be rather quiet places, and villagers will buy cheap and sell dear. Serious merchants will stick to the towns to make a profit, although some parties may decide to make a quick stop in a village to acquire supplies.^^A player who wants to know about the factors affecting a region's prosperity can speak to the guildmaster of the local town. Other information can be gleaned from passers-by, although they might not know very much outside of their own particular trade. ip_courtship|Courtship ip_courtship_text|You may wish to marry into one of Westeros and Essos' noble families. Marriage is not necessary for someone to rise in power and stature, but it does provide them with an opportunity to improve their relation with lords and establish a claim to the throne.^^Marriage requirements will be different for males and females. A male character will usually need to pursue a traditional path of courtship. He should establish a reputation in aristocratic society, get on good terms with his bride's parents or guardians, and then woo the lady according to local custom. If a player grows impatient, he may attempt to take a short cut -- but there will be consequences in his relations with other lords.^^A male character should keep in mind that other lords will be competing with him for the affections of the kingdom's ladies. Also, a lady's tastes are unpredictable, and a player may also find that the object of his love does not love him in return. Romance, in Westeros and Essos as elsewhere, does not always prosper. Of course, a player may resort to other, less gentlemanly means of winning a lady's heart, but again, that will have a serious impact on his reputation.^^To get started on the path of courtship, a male player should try to get involved in the social life of aristocracy, attending feasts and tournaments. Also, wandering troubadours and poets can serve as a useful repository of information on courtship, and keep the player up to date about the latest gossip.^^Female characters can also marry -- but they should keep in mind that Westerosi society is very traditional, and, as adventurers, they have chosen a very unconventional path for a woman. A female character may have to look for a while to find a lord who is open-minded enough to marry her.^^On the bright side, a female character does not have to go through the elaborate rituals of courtship, and she also may gain more from a marriage than her male counterpart. For a woman adventurer, marriage can be a quick path to power -- and an unscrupulous character may be able to use her husband as a tool of her political ambitions. ip_politics|Politics ip_politics_text|The continents of Westeros and Essos, although they represent different cultures, all adhere to the same basic political system feudalism. Feudalism is based on the relationships between individuals the oaths of loyalty given by a vassal to his or her liege. In exchange for this oath, the vassal will usually receive a fief, a parcel of land whose income will be used by the vassal to raise troops to support the liege in time of war. A liege also has an obligation to protect his vassals, and to treat them justly.^^This is how it works in theory, anyway. In practice, vassals will not always work in their factions' interests, particular as they are often quarrelling with one another. Nobles have different personalities, and sometimes those personalities clash. Or, perhaps two nobles were once friends, but fell out over in the aftermath of a setback or a defeat -- or because they both were wooing the same lady. Jealousies will also surface as they vie for the favour of the king -- perhaps over newly conquered lands, or over who will be given the coveted office of marshal, the lord in charge of organizing large-scale campaigns.^^When one realm in Westeros and Essos makes war on another, the political unity of the each kingdom is as important as the quality or number of its soldiers in determining the outcome. In a cohesive kingdom, nobles will join together in a large force to sweep their opponents before them. In a kingdom divided by petty quarrels, lords will fail to respond to the marshal's summons, or drift away to attend to their own business if a campaign is not going well. A faction's political cohesion will also impact warfare when campaigns are not in progress. In a divided faction, lords will be less likely to join together on raids and patrols, and come to each other's defence.^^If it seems self-defeating for nobles to bicker and quarrel when the enemy is just over the horizon, keep this in mind -- ultimately, a nobles loyalty goes not to a particular faction or culture, but to himself and to his family. If a noble fears that his faction is collapsing, or if he is being neglected by his liege, he can usually find a reason to withdraw his oath of allegiance, and change sides. Players should keep this in mind, as they may find that there are opportunities to turn discontented former enemies into allies. ip_character_backgrounds|Character Backgrounds ip_character_backgrounds_text|A player character in Westeros and Essos may choose to come from a variety of social backgrounds. This choice will affect not just his or her starting skills and equipment, but also the course of his or her career as an adventurer.^^War and politics in Westeros and Essos are traditionally dominated by male aristocrats. A nobleman player character may find that he is invited into this 'old boys' club' fairly quickly, but women and commoners may face a few extra hurdles on the way. If you choose to start the game as a male nobleman, you can think of it as the 'easy' setting. Starting as a noblewoman or a male commoner is somewhat more difficult, and starting as a female commoner is probably the most challenging way to begin a game.^^However, women have some starting advantages. Simply by taking up arms, a female warrior will draw attention to herself, and she may find that she can build up her reputation faster than a male. Also, it is traditionally easier for a woman to marry up the social ladder than it is for a man, and a woman may find she can gain more from a strategic marital alliance than her male counterpart.^^Finally, keep in mind that the game does not place any limits on the upward mobility of characters based on their background. Noble or common, male or female, married or unmarried -- anyone can rise to become ruler of all Westeros and Essos, if they are sufficiently brave, lucky, or resourceful. ip_military_campaigns|Military Campaigns ip_military_campaigns_text|When kingdoms in Westeros and Essos go to war, their armies have two basic offensive options. They can try to attack villages and lay waste to the countryside, damaging their enemy's prestige and economy. Or, they can try to seize and hold castles or towns, taking territory This second option can involve long, bloody sieges, but will yield more decisive results.^^It is important to note that the realms of Westeros and most of Essos do not field standing armies, which remain in the field as long as the ruler desires. Rather, these realms are protected by feudal levies comprised of the major nobles and their individual retinues. Sometimes, these nobles launch their own private attacks into enemy territory, but the most decisive events will usually take place when the great hosts are assembled. The kingdom's marshal, a noble appointed by the king, will summon the host before the campaign and lead them out to battle. However, he should be careful not to keep them in the field too long. Otherwise, the host will begin to disintegrate, as the vassals drift off to pursue their own business, and the army will be vulnerable to a counter-attack.^^For this reason, the rhythm of wars in Westeros and Essos often resemble the rhythm of a duel between two individual combatants. One side will gather its strength and seek to land a blow against the enemy's territory. If the marshal spends too little time gathering the vassals, he may not be able to do any real damage. If he spends too much time, then the campaign may end before it has even begun. A large realm will have an advantage over a smaller one, just as a brawny combatant has an edge over a smaller foe, but a realm's political cohesion can also be a factor, just as a fighter with great stamina can outlast her opponent. Sometimes, the armies of two realms will meet head on, resulting in a major battle in which both numbers and morale will decide the outcome.^^Kingdoms will have imperfect intelligence about their enemies. Attacking lords will need to frequently scout enemy territory to determine which fortresses may be vulnerable. An army defending its homeland will benefit from the alarms raised by castles and towns, which broadcast intelligence about enemy movements in the area. Such intelligence will be imprecise, however, particularly when it comes to numbers. A defending force which sets out to raise a siege or rescue a village may be able to overwhelm an unprepared attacker -- or it may miscalculate, and find that it is the one to be overwhelmed. Attackers, in turn, must be careful how far they advance into enemy territory, with aggressive marshals venturing further than cautious ones.^^Players will be expected to join in their faction's military campaign, either by joining the host, or by scouting ahead into enemy territory. Some players may find that their realm's marshal is too cautious, or too aggressive, for their tastes. In this case, they can intrigue with other lords to try to replace the marshal, or build support to become the marshal themselves.^^Most wars are of limited duration. A king who goes to war will, for the sake of honour, feel obligated to pursue the conflict for a short while. However, unless he is soundly beating his enemy. he may soon start looking for a way out of the conflict, lest he leave himself vulnerable to an attack by a third party. Westeros and Essos rulers are keenly aware that today's ally may be tomorrow's enemy, and vice versa. ip_prisioner_system|Prisoner System ip_prisioner_system_text|The skill 'prisoner management' has been removed from A World of Ice and Fire, as it seems unrealistic to manage the number of prisoners in terms of a skill. In A World of Ice and Fire the number of prisoners that the player can have depends on the size of his/her army. That is, the more troops able to keep guard, the more prisoners it can carry. ip_ambush|Ambush ip_ambush_text|The ambushing skill allows you to set up ambushes.^ From the camp game menu, choose to set up an ambush. You will be told the current nature of your ambush, and if you are attacked, you will have the choice to launch the ambush.^ Ambushes can have devastating positive or negative effects. ip_sneaking|Sneaking ip_sneaking_text|The sneaking skill allows you to sneak. From the camp game menu, choose to sneak. Sneaking will reduce your speed.^^However, if you are the attacker, you might have, according to you sneaking check, some combat bonus (but not as great as you would have for an ambush). ip_entrenchment|Camp Entrenchment ip_entrenchment_text|When your army sets up camp for the night, you are given the option to entrench your camp site. An entrenched camp site is a temporarily fortified position using terrain and pickets as a defensive barrier. Armies composed mostly of cavalry units will get little benefit from entrenching. Armies comprised mostly of foot soldiers will find that entrenchment will give them a significant advantage over cavalry units. Soldiers very much dislike digging holes and planting pickets, so you will suffer a small morale penalty when choosing this option.^^If you choose not to entrench your camp site, you will be at a disadvantage if attacked while camping. Your camp may be over run and plundered. Items in your inventory may be looted or destroyed in the battle. An entrenchment that has not been over run receives the benefit of multiple ammunition reloads for the troops. A normal camp site gets no such benefit.^^In order to entrench your position you will need tools, time, and skill. Tools can be purchased at many of the towns within the Known World, and one set must be in your inventory in order to entrench. The time required to entrench is based upon the number of soldiers in your army and your parties skill in engineering. A small band of warriors with no skill in engineering will take days to entrench a camp site. An army of 30 or more with a few points in engineering can accomplish this in just a few hours.^^When you complete the entrenchment, a circle of pickets will surround your camp. This entrenchment will remain in place for approximately three days after leaving the entrenchment. You can leave and return to the entrenchment during this time without having to do any more digging or planting of pickets, thus avoiding any morale penalty. This makes an entrenched site an excellent base of operations for sieges or incursions into enemy territory. ip_siege_warfare|Siege Warfare ip_siege_warfare_text| One of the things missed in Warband was completely realistic siege warfare. A World of Ice and Fire exploits this to the fullest. Now when the player besieges a settlement two paths can be taken to subjugate the place by debilitation (hunger, diseases ...) and by assault.^^In the first case, the player's mission is to encircle the settlement (you need 200 or more men) and prevent it from receiving supplies or reinforcements. At the same time various actions can be performed to undermine morale, spread disease or destroy food reserves of the settlement. This type of action will take longer, but also prevent a large number of casualties.^^In the second case direct action is taken, provided assault equipment is available (ladders, battering ram, ramps, mantlets ...) or offensive actions (wearing down the defenders, burning their houses and walls ...). This is when the player feels ready to launch a full-scale assault to conquer the settlement. This type of action has the advantage that the place can be vanquished in a short amount of time, but usually at a very high cost of lives.^^In addition to the above, a new system of assault involving both types of siege tactics is also available. When the settlement has a port, the player may equip a fleet and block the port. The player can then choose to continue the siege until the surrender by debilitation, or lead an assault by sea.^^The complexity and characteristics of the new siege system is long, and the best thing is to discover and develop strategies for yourself. Welcome to Realistic Siege Warfare. ip_sea_travel|Sea Travel ip_sea_travel_text|Ferries at various harbours on the world map transport your party between two stations. While this is cheap when your party is small, it becomes more expensive with party size.^^To travel longer distances on the sea, one may travel from one port town to another. This can be initiated from the town menu or by talking to the shipwright in the port part of the town scene. Similar to ferries, this service becomes more expensive with party size.^^Once you have your own ship, you may embark from the port it is in by clicking on 'Sail from port' in the town menu. You will return to the map, but this time at sea on your ship. Sea travel then works much like land travel.^^There are two different ways to get back on land. You can either click on a port or use a landing point. To find a landing point, travel closely along the coast or right click on your party and select 'find closest landing point.' As with ports, click on the landing point to disembark. In either case, your ships will remain at the position where you landed.^^If your party's size is greater than the capacity of your ships, you won't be able to embark. In this case, you can establish troop quarters (Camp menu) at your current position and another troop quarters at your target position, then transport your army step by step between both quarters.^^When travelling by sea on the campaign map, you can always check the current weather. After clicking on the 'Camp' button, current conditions are shown on the left side. If the weather conditions change, you will be notified by a message in the lower left corner of the screen.^^On the one hand, windy weather is good for the speed of your ships on the campaign map and in sea battles. On the other hand, the chance that it will damage your ships also increases. Damage worsens the condition of a ship, slowing it or even destroying when the condition reaches 'Dangerous.' You may check the conditions of your ships by clicking on 'Camp' and then on 'Fleet.'^^Finally, the weather also determines the behaviour of ships in battle. This can always be checked beforehand by clicking 'Camp' and then on 'Check location.'^^Sea travel is dangerous and can lower the morale of your troops. When this happens, you will be notified by a message. Troops especially dislike spending the night on the water. Therefore, consider plotting your route to make landfall by night. If morale on the sea gets too low, troops may mutiny. This ca be somewhat reversed if the player chooses Ironborn as his culture when he created his character.^^Some troops like Sailors and certain Ironborn troops are experienced seamen and will increase the travel speed of your ships on the campaign map. You can check the effect on the left side of the camp menu.^^If there is more than one ship in your fleet, the speed of the fleet is determined by its slowest ship. However, as soon as you have more than one ship in your fleet, you can split the fleet. To do so, travel close to a shore. Then click on 'Camp', 'Fleet' and finally on 'Leave ship at shore' to leave the slower ship(s) there. To bring ships together again, one needs to bring them all to a port. To get a overview of all your ships at their location, click on 'Character' and then on 'Ships.' ip_sea_battle|Sea Battle ip_sea_battle_text|At some point after starting to travel on the sea, you will participate in a naval battle.^^First of all, you need to know how to control your ship. You can give the command to row forward, fast forward, backwards, or stay. The up and down arrow keys switch between these commands. You can also give the command to go straight, starboard, hard starboard, port or hard port. The left and right arrow keys switch between these commands.^^Current commands are represented by arrows around the representation of your ship in the upper right corner. Press Enter to set the sail and Backspace to get a tactical view of the scene. Try these commands to get a feeling for steering a ship and the effect of the wind.^^As soon as you get close enough to an enemy ship, boarding will commence. The ships are lashed together and the fight starts.^If you are lucky, you may capture the enemy flagship after winning the fight.^^In a sea battle where you have several ships, you can give a 'stand ground' or 'charge' command to your ships, which are assigned to the ninth 'division.' The first troops in your army list will be together with you on the flagship. The other troops will be in the remaining ships. One can change one's flagship in a port or while camping on the sea.^^With a reasonably large fleet, one may attack towns from their sea sides. To do so, simply click on the enemy port town and you will have option to attack it once you reach it without first disembarking. ip_ship_info|Ships ip_ship_info_text|Sooner or later, you'll want to invest in a ship. There are several reasons to do this. Over the long term, it is the cheapest form of sea travel. It gives you complete freedom in movement on the sea. It opens new opportunities for trading and raiding.^^On the other hand, there are downsides. First of all, a ship is expensive, and you will have to save up some money to afford one. Furthermore, a ship can carry only a limited amount of troops.^^Another important consideration is speed. With a faster ship, you will more successfully catch or flee from other ships. The speed of a ship is determined by its type and condition.^^Finally the wood used for ship construction affects its durability. While ships made of oak wood are very durable, ships made of Ash wood need to be repaired more often.^^When you feel ready to buy a ship, click on 'See the ships' in the town menu of a port town or talk to the shipwright. Port towns can have up to three ships for sale, but sometimes none are available. The type and amount of ships offered changes over time. To see your ship, you can click on 'See the ships' in the town menu or walk to its pier.^^In a port, one may customize the sail of a ship or paint any ship made of oak. There is one special sail which is reserved for the ships of the player. It can be changed with a dedicated graphic editor. For further information, see the 'Your Custom Sails' folder among the files of this mod.^^Once you have a ship, the shipwright will interact with you in a different way and won't hesitate to offer advice. Shipwrights also offer to custom build ships. Better ships may require special materials that you will need to obtain and bring with you. Better ships also require more time for their construction and the more talented shipwrights in Ironborn ports. The first seven ships you have built can be named freely in the ship customization menu.^ ip_wounds|Wounds ip_wounds_text|The player may receive specific, debilitating wounds in battle. Maesters in larger towns will treat these wounds for a price, after which they will heal within a few days. Any negative effects will then be removed.^^If a wound is not treated after some time, it will change to a scar, and the negative effects will then become permanent. ip_skills|Skills and Attributes ip_skills_text|When creating or developing a character in A World of Ice and Fire, one has to pay attention to the many skills and attributes. Skills like persuasion and leadership are essential for trading, wages, lord and lady interaction, and forced conversion. Attributes such as intelligence and charisma are also essential in these activities, but will also affect your ability to marry or lead people.^^There are three important skills for the sea 'Sailing Master,' 'Navigation' and 'Looting.'^^One's Sailing Master level determines the amount of ships one can command. Level one allows up to two ships. Seven ships are the maximum at the Sailing Master level of four.^^The Navigation skill allows one to travel faster on the sea. It is the naval equivalent of the Pathfinding skill on land (which, by the way, will not help on the sea).^^A higher Looting skill results in a higher chance of capturing enemy ships.^ ip_division_placement|Division Placement ip_division_placement_text|When ONE division is selected, the centre of its front rank is placed at the spot indicated.^^When MANY divisions are selected, they are separated and spread out as if the player were standing at the spot indicated.^^One may memorize the placement of selected divisions relative to the player by pressing F2, F7. Default is infantry to the left, cavalry right, and ranged forward. Placement is overridden for any division the player chooses to personally head through the Formations Options menu.^^If the camp menu game option is set, divisions will rotate to face the enemy. Otherwise, they will maintain the facing that the player had when they were placed. ip_awoiaf_formations|Battle Keys and Orders ip_awoiaf_formations_text|Advanced Formations active with F4 in Battle, then ^F4 - Form ranks - with best troops up front,^F7 - Form square - no particular order,^F5 - Form shield wall - ranks with shields in front and longer weapons in back,^F6 - Form wedge - with best troops up front,^F8 - Break any current formation,^^- NO FORMATION^^Even in the last case, the player can make formations up to four lines by ordering Stand Closer enough times.^Memorize Division Placement and Formation active with F2 in Battle, then ^F7 - Memorize relative position to player and formation,^F8 - Revert to default relative position to player and formation,^^Orders active with F5 in Battle, then ^F5 or Key Z - Order 'use onehand weapons',^F6 or Key T - Order 'use twohands and polearms weapons',^F7 or Key N - Order 'use ranged weapons',^F8 or Key O - Order 'don't use shields',^^Hold-F1 on an enemy division - and the divisions you have selected will attack it,^^Others ^key U - Battlecry (encourage your wounded troop's) - You need to have the 'Natural Leader' trait,^key B - Warcry (scare away enemies surrounding you) - You need to have the 'Warrior' trait,^key T - Use Fire arrows (your troops will light their arrows. Used for sieges and ship battles only),^Key H - Use to call your horse in battle,^key F6 - Skirmish order (your troops avoid the enemy, moving away as the enemy approaches),^key F9 - Order beginning or ending volley fire for archers,^Right Click + Left Click - Shield Bash. ip_wolf_companion|Wolf/Dog Companion ip_wolf_companion_text|On the battlefield, your wolf/dog is placed in division 9. The skills and abilities of your wolf/dog companion can be improved by giving him good food. ip_quarters|Quarters ip_quarters_text|Quarters allow you leave some of your troops at a particular location on the map. You can have up to two quarters.^^There are several scenarios which make quarters useful ^- If you need to travel on a boat, but you can't afford to pay passage for all your troops^- If the capacity of your fleet isn't big enough to transport all your troops at the same time^- If you want to sneak into a town^- If you want to travel faster over the world map ip_special_troops|Special Troops ip_special_troops_text|There are various special troops in A World of Ice and Fire that allow you to reap extra stats depending on the amount you have in your party.^^Below you can see the number needed ^^Hornmen^1+ = + 1 tactics^10+ = + 2 tactics^30+ = + 3 tactics^^Standard Bearers^1+ = + 1 leadership^10+ = + 2 leadership^30+ = + 3 leadership^^Religious Troops^1+ = + 1 surgery^10+ = + 2 surgery^30+ = + 3 surgery^^Vet Ironborn Reaver^5+ = + 1 looting^10+ = + 2 looting^40+ = + 3 looting^^Shepherd^1+ = + 1 foraging^10+ = + 2 foraging^30+ = + 3 foraging^^Unsullied^10+ = + 1 tactics^30+ = + 2 tactics^100+ = + 3 tactics^^Spy^5+ = + 1 spotting^10+ = + 2 spotting ip_wiki_and_forums|A World of Ice and Fire Wiki and Forums ip_wiki_and_forums_text|Don't forget to visit our wiki and forums for further information on this mod^- Forums https //www.aworldoficeandfire.co.uk/forum^- Wiki https //aworldoficeandfire.co.uk/wiki^- Patreon Page https //www.patreon.com/awoiaf^- Twitter @therealproduno^- YouTube https //www.youtube.com/user/produno^- ModDB Page https //www.moddb.com/mods/a-world-of-ice-and-fire ip_credits|Credits ip_credits_text|Please visit https //aworldoficeandfire.co.uk/wiki/index.php/Credits to see a full list of credits.
https://w.atwiki.jp/witcher/pages/37.html
Tier1 スキル 効果 その他 Stamina (Level 1) Endurance+2 Endurance回復+5% 毒耐性+5% Pain耐性+5% スタン耐性+5% Bronze Talentが必要 Heavyweight 酔っぱらい状態の時間-50% Bronze Talentが必要 Mutation Allows Geralt to consume selected ingredients when raw instead of brewing potions out of them. Requires consumption of a mutagen. Raw ingredients restore 20 Vitality while increasing the body s Toxicity. Tier2 スキル 効果 その他 Stamina (Level 2) Endurance+3 Endurance回復+5% 毒耐性+5% Pain耐性+5% スタン耐性+5% Bronze Talentが必要 Absorption Enables Geralt to draw from Places of Power twice daily Bronze Talentが必要 Poison Resistance 毒耐性+50% Bronze Talentが必要 Endurance Regeneration Endurance回復+25% Bronze Talentが必要 Tier3 スキル 効果 その他 Stamina (Level 3) Endurance+5 Endurance回復+10% 毒耐性+10% Pain耐性+10% スタン耐性+10% Silver Talentが必要 Unlocks level 4 Group Styles Endurance Regeneration Endurance回復+50% Silver Talentが必要 Pain Resistance Pain耐性+50% Silver Talentが必要 Revive Duration of stun effect caused by assailant -50% Silver Talentが必要 Geraltが出血した時だけ有効 Tier4 スキル 効果 その他 Stamina (Level 4) Endurance+5 Endurance回復+10% 毒耐性+10% Pain耐性+10% スタン耐性+10% Silver Talentが必要 Unlocks level 5 Group Styles Stun Resistance 攻撃時に消費されるEndurance -25% Silver Talentが必要 Brawn Armor +5 Silver Talentが必要 Altered Metabolism Painに対する免疫 毒に対する免疫 出血抵抗+25% Attack+25% 避け+25% Silver Talentが必要 Works only when Poison effect in Geralt is caused by a potion. This enhancement s effects alter the negative effects of Poison. Tier5 スキル 効果 その他 Stamina (Level 5) Endurance+10 Endurance+30% 毒耐性+20% Pain耐性+20% スタン耐性+20% Gold Talentが必要 Potion Tolerance Poison Toxicity -25% Gold Talentが必要 Added Endurance Endurance+25% Gold Talentが必要
https://w.atwiki.jp/warband/pages/454.html
ip_Building_a_Village|Building a Village ip_Building_a_Village_text|Once you have over a hundred men in your army you can build a village from the camp menu. ^^ This is the dark ages, and new villages and settlements rose and fell regularly.^ Using your troops to found a village will remove them from your party, its suggested you leave your best troops at a camp quarters and raise low teir troops that can used for the village founding. ^^ If you are not yet part of a kingdom, founding a village will also found a new kingdom under your rule. ^ Your court will be established at the village and can be lost if raided. ^^Villages can also be upgraded into towns. ip_armies_size|Army Size ip_armies_size_text|The size of your army, similar to the armies of the lords, depends on several factors ^^Leadership each point will increase the maximum size of your army by 5. Companions with Leadership help lead the party.^^Charisma each point of your charisma will increase the maximum size of your army by 1. It is your ability to attract men to your cause.^^Renown every 9 points will increase the maximum size of your army by 1. Fame attracts followers.^^Holdings every town will add 80 men and each fort 40 to the maximum size of your army. These spots represent men you can raise through a levy.^^Bear in mind that party size at sea is restricted by ship capacity. Extra troops can always be left at a settlement garrison, player Refuge (once built), or any Camp Quarters. ip_morale|Morale ip_morale_text|Morale represents the ability and willingness of the troops in a party to summon up the endurance, bravery, and discipline they need to face the stresses of battle and the march. It is not the same thing as the troops' happiness. Elite troops may grumble and whine about the hardships of campaigning -- but then stand together as one when the arrows start to fly. On the other hand, a commander who gives his men everything they want may find that they grow soft, and waiver before the enemy's charge.^^ Morale's greatest impact is on a party's behavior in battle, determining how aggressively troops engage the enemy, and how likely they are to break and run if they perceive the tide of battle turning against them. Morale also affects a party's march speed, as a less motivated party will move more slowly, as the men are not pushing themselves to their physical limit, and pause more frequently, as it waits for stragglers to catch up. Finally, a party with very low morale will start to suffer desertions.^^ Some factors that affect morale are intuitive. For example, a charismatic commander with a reputation for winning battles can infuse his or her men with a sense of confidence. Leaders who give their men well ample and varied supplies of food, and pay them on time, demonstrate that they care about their troops' welfare, and are less likely to lead them into disaster.^^ Other factors are less intuitive -- particularly those related to a party's sense of group cohesion. In a small tight-knit party, for example, men will often fight hard against daunting odds to avoid showing cowardice before their comrades-in-arms. A large party on the other hand may see its cohesion strained, as the commander has less time to supervise the men, listen to their grievances, and resolve their disputes. Frequent battles will strengthen the bonds between men, while long periods without combat will see the troops become bored and quarrelsome.^^ The morale report, accessibly by hitting the 'reports' button will give the player a sense of the factors affecting his or her men's morale. ip_economy|Economy ip_economy_text|Towns and villages in these lands need a wide variety of goods for their populations to remain healthy and productive. First in importance is food. Grain is the staple crop of the Isles, but people also need fat and protein in the form of meat, fish, or cheese. It takes almost as much work to preserve meat as to produce it in the first place, so salt is also in high demand. After food comes clothing heavy wool, lighter linens, or luxurious velvet. Finally, people need the tools of their trade ironware, pottery, leatherware, and, of course, arms, armor, and horses for war.^^Most agricultural products are produced in the villages, while artisans in the towns specialize in manufactured or artisanal goods like fabrics or ironware. Also, different resources can be found in different parts of the country. Consequently, the key to prosperity in Calradia is trade -- both between the villages and the towns, and between the major towns themselves.^^When trade flows, goods will be available and affordable, the population of a center will be healthy and energetic, and migrants will flock from the nearby regions. The center will produce more, consume more, and be able to contribute more in taxes to their lords. When trade dries up, towns and villages will see their workers flee to seek work elsewhere, and economic activity will drift to a stand-still. Thus, it is in the interests of rulers to protect trade routes from the hazards of war and banditry. A smart merchant, however, may want to seek out towns which have become isolated from the rest of the land, as he or she may be able to turn a tidy profit from the resulting price imbalances.^^Because villagers usually plan to take their goods to market in towns, village markets will be rather quiet places, and villagers will buy cheap and sell dear. Serious merchants will stick to the towns to make a profit, although some parties may decide to make a quick stop in a village to acquire supplies.^^A player who wants to know about the factors affecting a region's prosperity can speak to the guildmaster of the local town. Other information can be gleaned from passers-by, although they might not know very much outside of their own particular trade. ip_courtship|Courtship ip_courtship_text|Players may wish to marry into one of these lands noble families. Marriage is not necessary for a player to rise in power and stature, but it does provide players with an opportunity to improve their relation with lords and establish a claim to the throne.^^Marriage requirements will be different for males and females. A male character will usually need to pursue a traditional path of courtship. He should establish a reputation in the Isles aristocratic society, get on good terms with his bride's parents or guardians, and then woo the lady according to local custom. If a player grows impatient, he may attempt to take a shortcut -- but there will be consequences in his relations with other lords.^^A male character should keep in mind that other lords will be competing with him for the affections of the kingdom's ladies. Also, a lady's tastes are unpredictable, and a player may also find that the object of his love does not love him in return. Romance, in Calradia as elsewhere, does not always prosper. Of course, a player may resort to other, less gentlemanly means of winning a lady's heart, but again, that will have a serious impact on his reputation.^^To get started on the path of courtship, a male player should try to get involved in the social life of the Isles aristocracy, attending feasts and tournaments. Also, wandering troubadours and poets can serve as a useful repository of information on courtship, and keep the player up to date about the latest gossip.^^Female characters can also marry -- but they should keep in mind that society is very traditional, and, as adventurers, they have chosen a very unconventional path for a woman. A female character may have to look for a while to find a lord who is open-minded enough to marry her.^^On the bright side, a female character does not have to go through the elaborate rituals of courtship, and she also may gain more from a marriage than her male counterpart. For a woman adventurer, marriage can be a quick path to power -- and an unscrupulous character may be able to use her husband as a tool of her political ambitions. ip_politics|Politics ip_politics_text|The realms of the Isles, although they represent different cultures, all adhere to the same basic political system feudalism. Feudalism is based on the relationships between individuals the oaths of loyalty given by a vassal to his or her liege. In exchange for this oath, the vassal will usually receive a fief, a parcel of land whose income will be used by the vassal to raise troops to support the liege in time of war. A liege also has an obligation to protect his vassals, and to treat them justly.^^This is how it works in theory, anyway. In practice, vassals will not always work in their factions' interests, particular as they are often quarreling with one another. Nobles have different personalities, and sometimes those personalities clash. Or, perhaps two nobles were once friends, but fell out over in the aftermath of a setback or a defeat -- or because they both were wooing the same lady. Jealousies will also surface as they vie for the favor of the king -- perhaps over newly conquered lands, or over who will be given the coveted office of marshal, the lord in charge of organizing large-scale campaigns.^^When one realm in the Isles makes war on another, the political unity of the each kingdom is as important as the quality or number of its soldiers in determining the outcome. In a cohesive kingdom, nobles will join together in a large force to sweep their opponents before them. In a kingdom divided by petty quarrels, lords will fail to respond to the marshal's summons, or drift away to attend to their own business if a campaign is not going well. A faction's political cohesion will also impact warfare when campaigns are not in progress. In a divided faction, lords will be less likely to join together on raids and patrols, and come to each other's defense.^^If it seems self-defeating for nobles to bicker and quarrel when the enemy is just over the horizon, keep this in mind -- ultimately, a noble's loyalty goes not to a particular faction or culture, but to himself and to his family. If a noble fears that his faction is collapsing, or if he is being neglected by his liege, he can usually find a reason to withdraw his oath of allegiance, and change sides. Players should keep this in mind, as they may find that there are opportunities to turn discontented former enemies into allies. ip_character_backgrounds|Character Backgrounds ip_character_backgrounds_text|A player character in these lands may choose to come from a variety of social backgrounds. This choice will affect not just his or her starting skills and equipment, but also the course of his or her career as an adventurer.^^War and politics in these lands are traditionally dominated by male aristocrats. A nobleman player character may find that he is invited into this 'old boys' club' fairly quickly, but women and commoners may face a few extra hurdles on the way. If you choose to start the game as a male nobleman, you can think of it as the 'easy' setting. Starting as a noblewoman or a male commoner is somewhat more difficult, and starting as a female commoner is probably the most challenging way to begin a game.^^However, women have some starting advantages. Simply by taking up arms, a female warrior will draw attention to herself, and she may find that she can build up her reputation faster than a male. Also, it is traditionally easier for a woman to marry up the social ladder than it is for a man, and a woman may find she can gain more from a strategic marital alliance than her male counterpart.^^Finally, keep in mind that the game does not place any limits on the upward mobility of characters based on their background. Noble or common, male or female, married or unmarried -- anyone can rise to become ruler of all these lands, if they are sufficiently brave, lucky, or resourceful. ip_military_campaigns|Military Campaigns ip_military_campaigns_text|When kingdoms in the Isles go to war, their armies have two basic offensive options. They can try to attack villages and lay waste to the countryside, damaging their enemy's prestige and economy. Or, they can try to seize and hold castles or towns, taking territory This second option can involve long, bloody sieges, but will yield more decisive results.^^It is important to note that the realms of these lands do not field standing armies, which remain in the field as long as the ruler desires. Rather, realms are protected by feudal levies comprised of the major nobles and their individual retinues. Sometimes, these nobles launch their own private attacks into enemy territory, but the most decisive events will usually take place when the great hosts are assembled. The kingdom's marshal, a noble appointed by the king, will summon the host before the campaign and lead them out to battle. However, he should be careful not to keep them in the field too long. Otherwise, the host will begin to disintegrate, as the vassals drift off to pursue their own business, and the army will be vulnerable to a counter-attack.^^For this reason, the rhythm of wars in these lands often resemble the rhythm of a duel between two individual combatants. One side will gather its strength and seek to land a blow against the enemy's territory. If the marshal spends too little time gathering the vassals, he may not be able to do any real damage. If he spends too much time, then the campaign may end before it has even begun. A large realm will have an advantage over a smaller one, just as a brawny combatant has an edge over a smaller foe, but a realm's political cohesion can also be a factor, just as a fighter with great stamina can outlast her opponent. Sometimes, the armies of two realms will meet head on, resulting in a major battle in which both numbers and morale will decide the outcome.^^Kingdoms will have imperfect intelligence about their enemies. Attacking lords will need to frequently scout enemy territory to determine which fortresses may be vulnerable. An army defending its homeland will benefit from the alarms raised by castles and towns, which broadcast intelligence about enemy movements in the area. Such intelligence will be imprecise, however, particularly when it comes to numbers. A defending force which sets out to raise a siege or rescue a village may be able to overwhelm an unprepared attacker -- or it may miscalculate, and find that it is the one to be overwhelmed. Attackers, in turn, must be careful how far they advance into enemy territory, with aggressive marshals venturing further than cautious ones.^^Players will be expected to join in their faction's military campaign, either by joining the host, or by scouting ahead into enemy territory. Some players may find that their realm's marshal is too cautious, or too aggressive, for their tastes. In this case, they can intrigue with other lords to try to replace the marshal, or build support to become the marshal themselves.^^Most wars are of limited duration. A king who goes to war will, for the sake of honor, feel obligated to pursue the conflict for a short while. However, unless he is soundly beating his enemy. he may soon start looking for a way out of the conflict, lest he leave himself vulnerable to an attack by a third party. These rulers are keenly aware that today's ally may be tomorrow's enemy, and vice versa. ip_siege_warfare|Siege Warfare ip_siege_warfare_text|Age of Arthur offers siege warfare accurate to the Dark Ages period. When the player besieges a settlement, two paths can be taken to conquer the place by debilitation (hunger, diseases ...) or by assault.^^In the former case, the player's goal is to blockade the settlement and prevent it from receiving supplies or reinforcements. At the same time various actions can be performed to undermine morale, spread disease or destroy the food reserves of the settlement. This type of action will take longer, but also avoid a large number of casualties.^^In the latter case, direct action is undertaken, provided assault equipment is available or preparatory actions have been taken, such as wearing down the defenders or burning their houses and walls. This option should be used when the player feels ready to launch a full-scale assault to conquer the settlement. It has the advantage of leading to success more quickly, but usually at a relatively high cost in lives.^^In addition, when the settlement has a port, the player may equip a fleet and assault the port, leading an assault from the sea.^^The complexity and characteristics of the new siege system are too numerous to describe here in detail. The best thing is to discover and develop strategies on your own. ip_sea_travel|Sea Travel ip_sea_travel_text|Ferries on the world map transport your party between two stations. While this is cheap when your party is small, it becomes more expensive with party size.^^To travel longer distances on the sea, one may travel from one port town to another. This can be initiated from the town menu or by talking to the ship captains and befriending them in the port part of the town scene. Similar to ferries, this service becomes more expensive with party size.^^Once you have your own ship, you may embark from the port it is in by clicking on 'Sail from port' in the port menu. You will return to the map, but this time at sea on your ship. Sea travel then works much like land travel.^^There are two different ways to get back on land. You can either click on a port or use a landing point. To find a landing point, travel closely along the coast or right click on your party and select 'find closest landing point.' As with ports, click on the landing point to disembark. In either case, your ships will remain at the position where you landed.^^If your party's size is greater than the capacity of your ships, you won't be able to embark. In this case, you can establish troop quarters (Camp menu) at your current position and another troop quarters at your target position, then transport your army step by step between both quarters.^^When traveling by sea on the campaign map, you can always check the current weather. After clicking on the 'Camp' button, current conditions are shown on the left side. If the weather conditions change, you will be notified by a message in the lower left corner of the screen.^^On the one hand, windy weather is good for the speed of your ships on the campaign map and in sea battles. On the other hand, the chance that it will damage your ships also increases. Damage worsens the condition of a ship, slowing it or even destroying when the condition reaches 'Dangerous.' You may check the conditions of your ships by clicking on 'Camp' and then on 'Fleet.'^^Finally, the weather also determines the behavior of ships in battle. This can always be checked beforehand by clicking 'Camp' and then on 'Check location.'^^Sea travel is dangerous and can lower the morale of your troops. When this happens, you will be notified by a message. Troops especially dislike spending the night on the water. Therefore, consider plotting your route to make landfall by night. If morale on the sea gets too low, troops may mutiny.^^Some troops like Sailors and certain Saxon troops are experienced seamen and will increase the travel speed of your ships on the campaign map. You can check the effect on the left side of the camp menu.^^If there is more than one ship in your fleet, the speed of the fleet is determined by its slowest ship. However, as soon as you have more than one ship in your fleet, you can split the fleet. To do so, travel close to a shore. Then click on 'Camp', 'Fleet' and finally on 'Leave ship at shore' to leave the slower ship(s) there. To bring ships together again, one needs to bring them all to a port. To get a overview of all your ships at their location, click on 'Character' and then on 'Ships.' ip_sea_battle|Sea Battle ip_sea_battle_text|At some point after starting to travel on the sea, you will participate in a naval battle.^^First of all, you need to know how to control your ship. You can give the command to row forward, fast forward, backwards, or stay. The up and down arrow keys switch between these commands. You can also give the command to go straight, starboard, hard starboard, port or hard port. The left and right arrow keys switch between these commands.^^Current commands are represented by arrows around the representation of your ship in the upper right corner. Press Enter to set the sail and Backspace to get a tactical view of the scene. Try these commands to get a feeling for steering a ship and the effect of the wind.^^As soon as you get close enough to an enemy ship, boarding will commence. The ships are lashed together and the fight starts.^If you are lucky, you may capture the enemy flagship after winning the fight.^^In a sea battle where you have several ships, you can give a 'stand ground' or 'charge' command to your ships, which are assigned to the ninth 'division.' The first troops in your army list will be together with you on the flagship. The other troops will be in the remaining ships. One can change one's flagship in a port or while camping on the sea.^ ip_wounds|Wounds ip_wounds_text|The player may receive specific, debilitating wounds in battle. Physicians in larger towns will treat these wounds for a price, after which they will heal within a few days. Any negative effects will then be removed. If wound is not treated after some time, it will change to a scar, and the negative effects will then be permanent. ip_recruitment|Recruitment ip_recruitment_text|Recruitment in Age of Arthur is not always automatic but depends on a number of factors.^^Firstly, in order to recruit in a town, you need to obtain the permission of its lord. To do this, you'll need to have enough renown (150+) and be on good terms with the lord and his faction.^^For villages, you dont need to obtain permission, however the troop quality is always the lowest. ^^Once permission is obtained, you are free to recruit as long as your relations with the settlement remain positive. In villages you may be able to recruit tier 1 troops, and if have high enough relations (60+), you may be able to recruit tier 2 troops. If you happen to be the village's lord, you need only 20+ relations to do this.^^In towns, you maybe able to recruit tier 2 troops, as well as specialized troops from special cities. The maximum number of troops that you may be able to recruit is determined by your relations with the settlement, your leadership, your charisma, your religion, the predominant religion of the settlement, and whether or not you are the lord of the place.^^Other options are available. If you're Christian, you may be able to find some desperate refugees in monasteries. There is always a chance to find fellows looking for work at farmsteads. ip_skills|Skills and Attributes ip_skills_text|When creating or developing a character in Age of Arthur, one has to pay attention to the many skills and attributes. Skills like persuasion and leadership are essential for trading, wages, lord and lady interaction, and forced conversion. Attributes such as intelligence and charisma are also essential in these activities, but will also affect your ability to marry or lead people.^^There are three important skills for the sea 'Sea King,' 'Navigation' and 'Looting.'^^One's Sea King level determines the amount of ships one can command. Level one allows up to two ships. Seven ships are the maximum at the Sea King level of four.^^The Navigation skill allows one to travel faster on the sea. It is the naval equivalent of the Pathfinding skill on land (which, by the way, will not help on the sea).^^A higher Looting skill results in a higher chance of capturing enemy ships.^ ip_tactical_controls|Tactical Controls ip_tactical_controls_text|Use the keyboard NUMBERS to select a division. Press 0 to select your entire force.^^Use F1-F4 to order selected divisions. Keep the F1 key down to place selected divisions. You may target an enemy division through this mechanism.^^Pressing the ENTER key often initiates an overhead Strategy Camera.^^Pressing the BACKSPACE key often initiates a Battle Command Display with 'radar.^^Pressing the H key will make your horse come to you (requires riding skill of 4 or higher).^^Pressing the Z key will enable Crouching.^^Pressing the T key will trigger your war-cry and can be used to rally your troops.^^ ip_division_placement|Division Placement ip_division_placement_text|When ONE division is selected, the center of its front rank is placed at the spot indicated.^^When MANY divisions are selected, they are separated and spread out as if the player were standing at the spot indicated.^^One may memorize the placement of selected divisions relative to the player by pressing F2, F7. Default is infantry to the left, cavalry right, and ranged forward. Placement is overridden for any division the player chooses to personally head through the Formations Options menu.^^If the camp menu game option is set, divisions will rotate to face the enemy. Otherwise, they will maintain the facing that the player had when they were placed. ip_formations|Formations ip_formations_text|The Complex Formations on the Battle Menu are ^^- RANKS with best troops up front^- SHIELD WALL, ranks with shields in front and longer weapons in back^- WEDGE with best troops up front^- SQUARE in no particular order^- NO FORMATION^^Even in the last case, the player can make formations up to four lines by ordering Stand Closer enough times. ip_children|Children ip_children_text|Children can play an important part of Age of Arthur. Both the player and NPC's can have children during the course of the game.^^ For NPC's, children give factions new lords and ladies, while also creating heirs for faction leaders.^^ For players, children grant both new companions, or lords if the player is a vessel/monarch of their own lands.^If the player is female, they must be careful when entering battle while pregnant as being wounded can cause the death of their child and bad relations with your husband.^^ Both male and female players should be married before having children or their child will be a Bastard.^ ip_quarters|Quarters ip_quarters_text|Quarters allow you to leave some of your troops at a particular location on the map. You can have up to two quarters.^^There are several scenarios which make quarters useful ^- If you need to travel on a boat, but you can't afford to pay passage for all your troops^- If the capacity of your fleet isn't big enough to transport all your troops at the same time^- If you want to sneak into a town^- If you want to travel faster over the world map ip_war_cry|War Cry ip_war_cry_text|You can use a war-cry in battle to rally your men, hit 'T' to do so. This has the best effect of the troops closest to you on the field. ip_horse_calling|Call your Horse ip_horse_calling_text|If you riding skill is higher then level 3 you can call your horse (provided you have one) during battle by hitting 'H'. ip_special_triats|Special Traits ip_special_triats_text|Once you go past level 12 special traits become possible, however you will need to meet the conditions and play style to develop one.^^ They include ^^ Words-smith A person who read books, or learns poems and has recruited companions or lovers. This trait unlocks a more powerful war-cry use it once per battle by hitting 'Y' ^^ Trickster A person who has won many battles no matter the cost and either has taken many lords prisoner, or has many enemies. This trait unlocks shield taunting in battle use it by hitting 'Y' ^^Musician A person who has leaned a number of poems and either carries a musical instrument or has developed their entertainment skills. This trait gives you a horn, use it in battle to inspire men by hitting 'Y'^^ Knowledge of the Dark arts (magic must be turned on in mod option), A person who has studied magic and knows the right companion. This trait unlocks spell casting in battle by hitting 'Y'^ ip_ambushing|Ambushing ip_ambushing_text|Ambushing was an important part of dark age battle tactics. To this end, both the player and AI can set ambushes.To set an ambush you will need to hold down the left CTRL key while hitting 'A' on the overland map. Also an ambush will only remain set while you stay resting in the same map position.^^You can increase the effectiveness of ambushes by increasing you parties tactics and spotting skills. ip_partition_laws|Partition Laws ip_partition_laws_text|Every kingdom in Age of Arthur now has their own possible succession laws which govern how heirs will inherit lands upon a rulers death. If a kingdom is big enough, and has more then one possible heir these laws come into play...^^Confederate Partition In this law all sons/daughters and eldest brother have a chance of being included in succession. Depending on how large a kingdom is it may be divided up to three times. The kingdom vessels and former monarchs wealth will be divided among them equally. Although the main title holder (the oldest heir) does maintain a slight advantage it can severly weaken their original kingdom. All kingdoms start at this level, though it can be even more devestating for Britonnic kingdoms.^^Regular Partition After game year 508 (530 for Britonnic Kingdoms) regular partitions become available. In this case, although the kingdom is still divided, the eldest brother is no longer included in succession if there are sons/daughters and the main heir does maintain a greater advantage when dividing up vessels and wealth.^^High Partition In this case a kingdom can only be divided once between the two eldest sons/daughters. The main heir maintains most of the kingdoms vessels and wealth and the second heir will be an ally/tributary of the eldest. This law is not available until the year 540 (or 560 for Britonnic Kingdoms).^^No Partition / Single heir After the year 550 the single heir law becomes available and thus returns to default play of the eldest inheriting everything.^^In order to change the laws for your kingdom you need to be the factions head of government and talk to your chancellor. They will call a vote of your vessels and you will need a majority of yes votes for the law to change.^If you are a vessel in another kingdom, your liege may call the vote to change laws from time to time, yet either way a majority of yes votes are needed. ip_stress_system|Stress System ip_stress_system_text|From now on decisions you make during your course of play, or events such as running our of food, can cause you stress.^^ If you make choices that don't align with your current honor rating, or personality you will see stress start to mount. Having high stress unlocks a number of possible negative health events and could even cause your character to loss thier mind!^^ Once stress gets too high you will suffer a mental break and will be forced to pick an activity to reduce stress, though at a cost of possible wealth, ability or even changes to your body wieght. Stress adds another element to consider when making decisions.
https://w.atwiki.jp/swgstring/pages/32.html
タグ 翻訳待ち 1 actionburn_action_burn Lose health as action is used. 2 actiondrain_immediate_action_drain Action Drained 360 axkvacontagion_axkva_contagion Your blood begins to boil. 15 bmbeastfamily_monkey Monkey special ability 16 bmbeastfamily_pig Pig special ability 17 bmbeastxpbuff_beastxpbonuspercent Beast s experience gain has been greatly increased. 18 bodyguarddefender_protect_master A bodyguard is absorbing damage attacks made against their master. 19 bodyguarddefender_shield_master_pet Guarding master 20 bodyguardmaster_shield_master_player Attacks absorbed by nearby bodyguard 21 buildabuff_buildabuff You feel inspired. 22 channelheal_health You health is slowly being regenerated with an infusion of bacta. 362 combat_critical_hit_reduction Reduce chance to be critically hit. 365 combatstun_combat_stun The Cyrstaline Prison is consuming your lifeforce. 23 commandgrant_bh_flawless_strike You gain the Flawless Strike attack. 24 commandgrant_co_enrage_1 You gain the Enrage ability. 25 commandgrant_fs_set_heroic_taunt_1 You gain the Guardian Strike attack. 26 commandgrant_sm_how_are_you "Grants the ""We re all fine here now, thank you. How are you?"" ability." 27 commandoflashbang_commando_flash_bang Precision is decreased due to being partially blinded. 28 commandoflashbang_expertise_flash_bang Precision Decreased 29 commandomusclespasm_expertise_muscle_spasm Chance to strike a glancing blow is increased due to your nervous system being electrified. 30 commandoriddlearmor_expertise_riddle_armor "Your armor has been riddled with holes, decreasing its effectiveness." 31 commandosnarebonus_commando_snare_bonus "Your armor is increased, making them regret their actions." 355 cooldownmodify_cooldown_execute_all Unable to perform special actions for %DF seconds. 41 critdoubledamage_expertise_crit_double_damage Your critical hits do double damage. 42 critonce_expertise_crit_remove_buff A critical hit removes this buff. 43 custom 44 custom_n_a 45 damagedealtmod_damage_dealt_mod Damage Dealt Increased by X %DF 46 damagedecreasepercentage_damage_decrease_percentage Damage Decreased 47 damagetakenmod_damage_taken_mod Increased Damage Taken by %DF% 48 danceparty_dance_party You feel the urge to dance. 50 expertise_cooldown_line_dm Reduce Assault cooldown by %DF tenths of a second. 51 expertisechannelactionheal_expertise_channel_action_heal Channelling... 52 expertiseimmunity_dot_immunity Immune to damage over time effects 53 fasttalk_expertise_fast_talk Buff modified by expertise 54 foodinstant_n_a 55 foragebonusmod_enzyme %DF% bonus to finding enzymes 56 foragebonusmod_forage %DF% bonus to foraging 60 healeffect_healing_action %DF action restored. 61 healeffect_healing_health %DF health restored. 62 immunity_buff_purge Up to %DF beneficial effect(s) cancelled. 63 immunity_debuff_purge Up to %DF debuffs cancelled. 66 invisbuff_n_a 67 junkdealer_expertise_junk_dealer Buff modified by expertise 68 medoom_me_doom You are doomed. Stage %DF. 69 movement 71 nexthitcrit_expertise_next_hit_crit Your next hit is a critical hit. 72 onincapheal_gcw_critical_heal Effect fires on incapacitation. 73 onnextattack_next_hit_damage_bonus Next attack increased by %DF% 74 ontarget_expertise_on_target Critical hit chance increased. 76 pvpaurabuffself_pvp_aura_buff_self Your men are inspired by your presence! 77 radarinvis_radar_invis Invisible to radar. 78 reactivebuff_n_a Effect fires when you are damaged. 79 reducedamagebypercent_damage_reduction_by_percent Damage taken reduced by %DF% 80 scriptvar_damage_taken_increase The target is frozen and will take extra damage. 85 scriptvar_n_a 87 scriptvar_weapon_lock Unable to perform some actions. 95 skill_armor_experimentation Armor Experimentation Increased by %DF 97 skill_bh_dire_root %DF% chance for Area Traps to apply Dire Root. 98 skill_bh_dire_snare %DF% chance for targetted snare attacks to apply Dire Snare. 99 skill_bh_fast_arakyd %DF% chance for instant Arakyd droid report. 100 skill_bh_flawless_bead Chance to gain Flawless Bead increased by %DF%. 101 skill_bh_orbital_arakyd Contacting Arakyd droids remotely. 102 skill_bh_swift_seeker %DF% chance for instant seeker droid reports. 109 skill_clothing_experimentation Clothing Experimentation Increased by %DF 110 skill_combat_add_damage_dealt Increase damage dealt by %DF points 111 skill_combat_add_damage_taken Increase damage taken by %DF points 112 skill_combat_block_chance Score to block incoming damage is modified by %DF. 113 skill_combat_block_reduction Score for opponents to block your attacks is reduced by %DF. 114 skill_combat_block_value Amount of damage reduced on a successful block is modified by %DF. 115 skill_combat_critical_hit Score to land a critical hit is modified by %DF. 116 skill_combat_critical_hit_reduction Chance to recieve critical hits in combat is reduced by %DF%. 117 skill_combat_divide_damage_dealt Reduce damage dealt by %DF%. 118 skill_combat_divide_damage_taken Reduce damage taken by %DF%. 119 skill_combat_dodge Score to dodge an incoming attack is modified by %DF. 120 skill_combat_dodge_reduction Score for opponents to dodge an attack is modified by %DF. 121 skill_combat_evasion_chance Score to avoid Area Effect damage is modified by %DF. 122 skill_combat_evasion_value Possible amount of Area Effect damage avoided is increased by %DF. 123 skill_combat_glancing Score to recieve a glancing blow in combat is modified by %DF. 124 skill_combat_glancing_blow_reduction Score to land a glancing blow on your target is reduced by %DF. 126 skill_combat_multiply_damage_dealt Increase damage dealt by %DF%. 127 skill_combat_multiply_damage_taken Increase damage taken by %DF%. 128 skill_combat_parry Score to parry an attack is modified by %DF. 129 skill_combat_parry_reduction Score for opponents to parry your attacks is reduced by %DF. 131 skill_combat_strikethrough_chance Score to bypass your opponent s armor is modified by %DF. 132 skill_combat_strikethrough_value Possible amount of armor bypassed on a strikethrough attack is modified by %DF%. 133 skill_combat_subtract_damage_dealt Reduce damage dealt by %DF points 134 skill_combat_subtract_damage_taken Reduce damage taken by %DF points 136 skill_cooldown_percent_of_group_buff Reduces Group Buff cooldowns by %DF%. 139 skill_critical_hit_vulnerable Critical Hit Vulnerability Modified by %DF % 354 skill_dot_vulnerability_bleed Vulnerability to Bleed type Damage over Time effects increased by %DF% 145 skill_droid_experimentation Droid Experimentation Increased by %DF 148 skill_expertise_action_all Action costs modified by %DF % 149 skill_expertise_action_line_co_grenade Grenade action costs reduced by %DF%. 150 skill_expertise_action_line_dm Reduce Assault action cost by %DF%. 151 skill_expertise_action_line_dm_crit Reduce Ambush action cost by %DF%. 152 skill_expertise_action_line_fs_ae_dm_cc Reduce Force Shockwave action cost by %DF%. 153 skill_expertise_action_line_fs_cc_crit Reduce Force Lightning Action cost by %DF%. 154 skill_expertise_action_line_fs_dm Reduce Jedi Strike Action Cost by %DF%. 155 skill_expertise_action_line_fs_sweep Reduce Sweep action cost by %DF%. 156 skill_expertise_action_line_me_burst Reduce Burst action cost by %DF%. 157 skill_expertise_action_line_me_dm Reduce Vital Strike action cost by %DF%. 158 skill_expertise_action_line_me_smash Reduce Flurry action cost by %DF%. 159 skill_expertise_action_line_of_aoe Reduce Area of Effect action cost by %DF%. 160 skill_expertise_action_line_of_group_buff Reduce Group Buff action costs by %DF%. 161 skill_expertise_action_line_of_paint Reduce Paint Target action costs by %DF%. 162 skill_expertise_action_line_of_sure Reduce Sureshot action costs by %DF%. 163 skill_expertise_action_line_sm_dm Decrease Fast Draw and Precision Strike action cost by %DF%. 164 skill_expertise_action_line_sp_dm Reduce Assassinate action cost by %DF%. 165 skill_expertise_action_line_sp_dot Reduce Spy s Fang action cost by %DF%. 166 skill_expertise_action_weapon_2 Pistol action costs modified by %DF % 167 skill_expertise_avoidance_overpower "Reduces chance of dodge, parry or block events versus attack made from stealth by %DF%." 168 skill_expertise_buff_duration_line_bh_return_fire Increase Return Fire duration by %DF seconds. 169 skill_expertise_buff_duration_line_me_debuff Medic debuff durations increased by %DF seconds. 170 skill_expertise_buff_duration_line_me_enhance Medic buff durations extended by %DF seconds. 171 skill_expertise_buff_duration_line_sp_preparation Increase duration of Preparation by %DF seconds. 172 skill_expertise_cooldown_bountycheck Reduce Bounty Check cooldown by %DF minutes. 173 skill_expertise_cooldown_line_bh_detect_camouflage_1 Reduce Detect Camouflage cooldown by %DF seconds. 174 skill_expertise_cooldown_line_bh_flawless_strike Reduce Flawless Strike cooldown by %DF seconds. 175 skill_expertise_cooldown_line_bh_return_fire Reduce Return Fire cooldown by %DF seconds. 176 skill_expertise_cooldown_line_co_riddle_armor Riddle Armor expertise reduced by %DF seconds. 177 skill_expertise_cooldown_line_dm Reduce Assault cooldown time. 178 skill_expertise_cooldown_line_fs_ae_dm_cc Reduce Force Shockwave Cooldown by %DF tenths of a second. 179 skill_expertise_cooldown_line_fs_cc_crit Reduce Force Lightning Cooldown by %DF tenths of a second. 180 skill_expertise_cooldown_line_fs_dm Reduce Jedi Strike cooldown by %DF tenths of a second. 181 skill_expertise_cooldown_line_fs_sweep Reduce Sweep cooldown by %DF tenths of a second. 182 skill_expertise_cooldown_line_me_dot Damage over time cooldowns reduced by %DF tenths of a second. 183 skill_expertise_cooldown_line_me_evasion Evasion expertise cooldown reduced by %DF seconds. 184 skill_expertise_cooldown_line_me_stasis_self Stasis Field (self) cooldown reduced by %DF minutes. 185 skill_expertise_cooldown_line_of_firepower Reduce Superior Firepower cooldown by %DF minutes. 186 skill_expertise_cooldown_line_of_paint Reduce cooldown of Paint Target by %DF% tenths of a second. 187 skill_expertise_cooldown_line_of_purge Reduce Environmental Purge and Synaptic Stimulator cooldowns by %DF seconds. 188 skill_expertise_cooldown_line_of_sure Reduce cooldown time of Sureshot by %DF tenths of a second. 189 skill_expertise_cooldown_line_sm_dm Reduce Fast Draw and Precision Strike cooldown by %DF tenths of a second. 190 skill_expertise_cooldown_line_sm_dm_cc Reduce Concussion Shot and Dizzy cooldown by %DF tenths of a second. 191 skill_expertise_cooldown_line_sm_false_hope Reduce False Hope cooldown by %DF seconds. 192 skill_expertise_cooldown_line_sp_dm Reduce Assassinate cooldown time by %DF tenths of a second. 193 skill_expertise_cooldown_line_sp_preparation Reduces cooldown of Preparation by %DF seconds. 194 skill_expertise_critical_line_of_aoe Area Effect critical chance increased by %DF 195 skill_expertise_critical_niche_all Critical Chance modified by %DF % 196 skill_expertise_damage_all Damage output modified by %DF % 197 skill_expertise_damage_line_of_aoe Area Effect damage output increased %DF % 198 skill_expertise_damage_weapon_0 Rifle damage increased by %DF % 199 skill_expertise_damage_weapon_2 Pistol damage increased by %DF % 364 skill_expertise_devastation_bonus Increase Devastation Value by %DF. Devastation Value increases the chance for Commando Devastation by 1% for every 10 points of Devastation Value. 200 skill_expertise_dodge Increase chance to dodge by %DF% 201 skill_expertise_dot_absorption_all %DF % Damage Over Time Absorption 202 skill_expertise_en_inspire_buff_duration_increase Increase the duration cap of an inspiration buff by %DF minutes. 203 skill_expertise_en_inspire_pulse_duration_increase Increase the duration pulse for an entertainer inspiration by %DF min per point. 204 skill_expertise_freeshot_co_grenade %DF% chance to eliminate Grenade action cost. 205 skill_expertise_freeshot_me_debuff %DF% chance to eliminate the action cost of a medic debuff. 206 skill_expertise_freeshot_me_heal %DF% chance that a medic s healing action cost is eliminated. 207 skill_expertise_freeshot_of_aoe %DF% chance that AOE action cost is eliminated. 208 skill_expertise_freeshot_of_sure %DF% chance to eliminate the action cost of Sureshot. 209 skill_expertise_freeshot_sm_dm %DF% chance to eliminate Fast Draw or Precision Strike action cost. 210 skill_expertise_freeshot_sm_dm_cc %DF% chance to eliminate Concussion Shot or Dizzy action cost. 211 skill_expertise_freeshot_sp_dm %DF% chance of eliminating Assassinate action cost. 212 skill_expertise_glancing_blow_all Chance to receive glancing blow modified by %DF % 213 skill_expertise_glancing_blow_melee Melee chance to receive glancing blow modified by %DF % 214 skill_expertise_glancing_blow_ranged Ranged chance to receive glancing blow modified by %DF % 215 skill_expertise_healing_all Healing modified by %DF % 363 skill_expertise_healing_reduction Healing effects reduced by %DF% 216 skill_expertise_innate_protection_all Modify Innate Armor by %DF points 217 skill_expertise_innate_protection_energy Energy Protection modified by %DF 218 skill_expertise_innate_protection_kinetic Kinetic Protection modified by %DF 219 skill_expertise_lucky_break_chance Improve Lucky Break Chance by %DF%. 361 skill_expertise_resource_sampling_increase Increase the amount of resources gained from hand sampling by %DF%. 220 skill_expertise_saber_block Increase chance to parry attacks 221 skill_fast_attack_line_co_grenade %DF% chance to reset Grenade cooldown. 222 skill_fast_attack_line_dm_cc %DF% chance to reset Crippling attack cooldowns. 223 skill_fast_attack_line_fs_powers %DF% chance to reset Force Lightning or Force Shockwave cooldowns. 224 skill_fast_attack_line_me_debuff %DF% chance to reset a medic debuff cooldown. 225 skill_fast_attack_line_me_dm %DF% chance to reset Vital Strike cooldowns. 226 skill_fast_attack_line_me_heal %DF% chance to reset single target instant heal cooldowns while healing others. 227 skill_fast_attack_line_me_revive %DF% chance to reset revive cooldowns. 228 skill_fast_attack_line_of_aoe %DF% chance to reset Area of Effect cooldowns. 229 skill_fast_attack_line_of_heal %DF% chance to reset Officer self heal cooldown. 230 skill_fast_attack_line_sm_dm Increase Fast Draw and Precision Strike Quick Attack chance by %DF%. 231 skill_fast_attack_line_sm_dm_cc Increase Concussion Shot and Dizzy Fast Attack by %DF%. 232 skill_fast_attack_line_sp_dm %DF% to reset the cooldown of Assassinate. 233 skill_fast_attack_line_sp_perfect %DF% chance of a Perfect Opportunity. 234 skill_fast_attack_line_sp_smoke %DF% chance reset the cooldown of Smoke Grenade and Without a Trace. 236 skill_food_experimentation Food Experimentation Increased by %DF 237 skill_force_absorb 238 skill_force_armor 239 skill_force_feedback 240 skill_force_run 241 skill_force_shield 244 skill_glancing_blow_vulnerable Trivial Hit Chance Increased 254 skill_jedi_saber_assembly Lightsaber Assembly Increased by %DF 255 skill_jedi_saber_experimentation Lightsaber Experimentation Increased by %DF 258 skill_me_doom_chance %DF% chance to cause DOOM (Diverse Organism Obliterating Malady). 264 skill_of_inspired_action_chance %DF% chance to automatically cause Inspiration. 302 skill_shields_assembly Shields assembly modified by %DF 306 skill_strikethrough_vulnerable Vulnerability to Strikethrough attacks increased by %DF% 308 skill_structure_experimentation Structure Experimentation Increased by %DF 320 skill_weapon_experimentation Weapon Experimentation Increased by %DF 321 skill_weapon_systems Weapons systems modified by %DF 323 skillpercent_agility_modified Increase Agility at time of application by %DF %. 324 skillpercent_constitution_modified Increase Constitution at time of application by %DF %. 325 skillpercent_luck_modified Increase Luck at time of application by %DF %. 326 skillpercent_precision_modified Increase Precision at time of application by %DF %. 327 skillpercent_strength_modified Increase Strength at time of application by %DF %. 328 slylie_expertise_sly_lie Buff modified by expertise 329 spotasucker_expertise_spot_a_sucker Buff modified by expertise 330 stamina_percent_stamina_percent 332 stance_expertise_focus Focus expertise enabled 333 stance_expertise_stance Stance expertise enabled 335 suppression_n_a 357 vulnerability_dt_vulnerability_exclusive_acid Vulnerable only to acid based damage sources. 358 vulnerability_dt_vulnerability_exclusive_cold Vulnerable only to cold based damage sources. 356 vulnerability_dt_vulnerability_exclusive_electricity Vulnerable only to electrical damage sources. 359 vulnerability_dt_vulnerability_exclusive_heat Vulnerable only to heat based damage sources. 336 weaponlock_weapon_lock Some actions are ineffective. 337 weaponspeedmod_weapon_speed_mod Attack Rate Increased by %DF%
https://w.atwiki.jp/studioeasy/pages/22.html
「これだけは持っておきたい10のプラグイン (After Effects編)」 AfterEffectsに興味を持たれた方より良く質問され項目に 「プラグインはどんなものがオススメですか?」 との質問があります。 正しい解答は 「プラグインなんて手を出すのは1年早いっ!!」です。(笑 プラグインは確かに便利なものですが、コレに頼り過ぎる事は上達の妨げになる事は昔から言われている様です。 (私も経験上確かにそう思います。) まずはAEの標準機能だけで何が出来るのかを知り尽くした上で、限界を感じた時に初めてプラグインの導入を検討するのがベターかと思います。 さて、 ではいざプラグインの導入を検討した時に、数多く存在するプラグインソフトの中からどれを選んだら良いか?? これは結構悩む人も多いのではないかと思います。 大変高価な買い物ですので絶対に地雷は踏みたくないですからね。(笑 ところがネット上を検索してみても意外とそういう情報は少ない。 という事で昨晩、本職1名を含むAE暦2年以上の有志6名により「本当に使えるプラグインはどれか?」をテーマにチャット座談会を開催しました。 (ちなみに集まった6名は体験版を片っ端からDLして実際に試した経験のあるという変わり者集団です。笑) 当記事はその結果をまとめ「これだけは持っておきたい10のプラグイン」としてピックアップしたものです。 不思議な事に6名が候補に挙げた10本のプラグインの内6つは全員が見事にダブっている状況でした。 やはり同じAEというソフトを使用している以上、限界と感じる部分も同様という事なのでしょうか。 傾向としては、AEに標準搭載されている基本機能の不満を解消する製品に支持が集まっている様に思えます。 以下に選出された10本をリスト化しましたので是非参考にして下さいませ。 製品タイトル名をメーカーサイトとリンクしておきましたので製品の詳細はそちらをご参照下さい。◎Particular 2(Trapcode社) AEのユーザーで使用していない人は居ないんじゃないかってくらいド定番のパーティクルプラグインです。 パーティクルのタイプは基本プリセット以外にも自分で作ったレイヤーをパーティクルとして飛ばす事が出来ます。 特にバージョン2になってからRundomRotationというパラメーターが加わった事により使い勝手が驚く程向上しています。 花びら、テキスト文字などの静止画を舞わせたり、はたまた動画素材をパーティクルとして舞わせたりする事も簡単で実に重宝します。◎ReelSmart Motion Blur for AE(RE VisionEffects社) 物体の動く速度に応じて適切な残像を加える、所謂モーションブラーのプラグインです。 AEに標準搭載されているモーションブラー機能とは比べ物にならない自然な残像を生み出します。 一度コレを体験してしまうと二度と標準搭載のモノは使えなくなります。 モーションブラー自体、使用頻度はとても高いエフェクトですので全員一致で購入満足度No.1のプラグインです。◎Twixtor for AE v4.5(RE VisionEffects社) 動画を超スローモーション・超高速再生させるプラグインです。 AE標準機能の「時間の伸縮」+「フレームブレンド」・「ピクセルモーション」の組合せとは明らかに別格のスムーズな仕上がりが魅力です。 前述のReelSmart Motion Blur同様、一度体験してしまうと二度と標準搭載のモノは使えなくなる高品質です。 ◎Sapphire Plug-ins v2 for After Effects(GenArts社) 収録エフェクト数200を超えるハリウッド映画御用達のエフェクトパックです。 正直このプラグインをこの記事に加えるかどうかかなり迷いました。 理由は「AE本体を遥かに超える販売価格」です。(汗;; しかしながら価格相応の高品質で実用性の高いエフェクトばかりで本気で映像制作に取り組むのであれば購入して損はありません。 AEユーザーであればいつかはゲットしたい憧れのプラグインという事でエントリーしておきます。 同じ様なエフェクトパックの製品に「tinderbox SE 1,2,3,4」がありますが、そちらを購入するくらいなら絶対にコチラをオススメします。 (tinderboxは正直どのエフェクトもSapphireより品質が低く、しかも致命的なほど動作が重いです。) ◎3D INVIGORATOR Pro v4 or ProAnimator AE v4(ZAXWERKS社) 3Dテキストを作成してアニメーションさせるプラグインです。 キーボードで打った文字を自動で3Dの文字ににモデリングしてくれるスグレモノです。 モデリングした文字の色や質感ももちろん自由に変更可能です。 また、文字だけでなく、イラストレーターで作成したロゴマークなどを読み込んで3D化する事も可能です。 AEとは別に3Dソフトを使用されている人にとっては不要と思われるかもしれませんが、 それでもAE内で全ての微調整が可能である事は作業効率という点で大きなアドバンテージがあると思います。 また、「3ds max」・「Maya」や.obj形式の3Dデータを読込む事が可能ですので、 ネット上に無数に存在するフリーの3DデータをダウンロードしてきててAE内でアニメーションさせる事も可能です。「ProAnimator AE v4」は「3D INVIGORATOR Pro v4」の機能に独自のアニメーション作成インターフェイスを搭載した製品です。 しかしながら、正直あまり使い勝手の良い代物ではありませんので「3D INVIGORATOR Pro v4」で充分かと思います。◎Knoll Light Factory Pro 2.5(Red Giant社) レンズフレアーのプラグインです。 これもある意味持っていない人は居ないのではないかというくらいド定番のプラグインです。 特に驚くほどの機能がある訳ではありません。 レンズフレアの選択バリエーションを増やすという意味でどうしても必要に迫られると言ったところでしょうか。 最近のテレビアニメや映画・ドラマでは必ずと言って良い程使用されているレンズフレアです。(笑◎Magic Bullet Looks(Red Giant社) カラーコレクション用のプラグインです。 映像の色合いや質感変更をする事が出来ます。 プリセットも豊富で誰でも簡単にハリウッド映画の様な映像美を作る事が出来ます。 仕上げ用のプラグインとしてはコレだけで充分なのですが、もう少し予算がある人は「Dfx Plug-in V2 for AE」も候補に入ってくると思います。 (ちなみに筆者個人としてはLooksよりコチラの方が好みです。)◎Text Anarchy v2(Red Giant社) テキストアニメーションを作り出すプラグインです。 AEの標準機能ではちょっと手間のかかる様なアニメーションパターンを半自動で実現してくれます。 演出にエヴァチックな文字遊びを加えたい場合などに大変重宝します。 高品質なアニメMADなどにも良く使われているのを目にしますね。(笑◎Lenscare for AE(Frischluft社) カメラレンズのボケや被写界深度を表現するプラグインです。 もちろん同じ機能はAEの標準機能にも搭載されていますが、明らかに効果の乗り具合が自然です。 また、標準のブラー系はプリコンポーズ後のコンポジションに適用すると画面のフチが黒く滲んでしまうものですが、 このプラグインはその様な現象が全く起きません。 未体験の方は是非体験版でお試しあれ。◎Power Matte(Digital Film Tools社) マスク系のプラグインです。 画像から人物のみを切り抜いて別の背景と合成したりする作業を半自動で実現してくれます。 もちろんPhotoshopやAEのマスクでも同様の事は可能です。 ですが使うか使わないかで労力は10倍くらい変わります。 髪の毛などの微妙なエリアも綺麗に切り抜きする事が出来、Photoshop用の類似プラグイン製品と比較しても精度は高いです。 【番外編】必携の10本には漏れたがあると嬉しいプラグインです。◎Magic Bullet Instant HD(Red Giant社) SD動画をHD形式に自動変換してくれるプラグインです。 「Aviutl」を始め、SDをHDサイズに変換してくれるアプリケーションは他にもありますが、 これらのアプリは単純に映像を拡大表示させるだけの代物です。 Instant HDの凄いところは、映像を拡大表示させた時に発生するピクセルの欠損を解析して自動補修してくれるのです。 昨今ではHD動画が完全に主流になってきていますので過去に作ったSD動画をHD動画として再アップしたいという様な場合に有難いプラグインです。◎particleIllusion for AE(GenArts/wondertouch社) particleIllusionというパーティクル専用ソフトのAE版です。(2009年12月発売予定) 単体ソフトのほうは既に定評のあるソフトで、その機能をAE内で制御出来る様にしたプラグインです。 前述の「Particular2」の対抗馬という事になるのですが、同じパーティクル系ソフトでも両者の性格はかなり異なります。 ・「Particular2」が3Dパーティクルなのに対してparticleIllusionで表現出来るのは2Dパーティクルのみです。 ・particleIllusionは直感的な操作が売りで、サルでもマニュアル無しでパーティクルの制御が行えるのが売りです。 ・particleIllusionは効果の種類が豊富で、しかも毎月メーカーの作成したエミッターが無料で追加提供されます。バリエーションという点では particleIllusionの圧勝です。 ・particleIllusionはどちらかと言うと飛び道具的なパーティクル効果が多く、本職の方から「恥ずかしくてとてもじゃないが仕事には使えない」という言葉を良く耳にします。(笑 (実際、商用実績は全くと言っていいくらい無いです。ww) 結論 パーティクルの品質・制御の自由度は「Particular2」の方が優れているが、思い通りに制御するには少し脳味噌を使います。 一方 「particleIllusion」は2Dパーティクルしか表現出来ないもの、サルでも簡単に制御出来る操作性と豊富なプリセット効果は確かに魅力的です。 ちょっと子供騙し的な色合いの強い点がアレですが、Particularで挫折した人には良い代替品になるのではないかと思います。 以上、こんなところです。 以前に雑誌「CG WORLD」でプロの選ぶ「ベスト・オブ・プラグイン」の様な特集を目にした事がありますが、結果的にはそこで選出されていた製品とも半分くらいは重なる状況の様です。 そのズレの半分がプロとアマとの差なのかも知れませんね。
https://w.atwiki.jp/mopsprogramming/pages/173.html
There are some arguments against NEON OO Model on which Mops and Win32Forth are based. Most of those arguments stands on some implicit presuppositions that lead to the conclusionthat NEON OO Model is bad. I hate to participate in political debates disdaining something. But I will try here to defend NEON OO Model against tricky arguments. By the way, I never try to refute other OO models than that of Mops. Simply I want to free Mops OO Model from wrong images. An Object should be passed via parameter stack in Forth dialects? In Object Orientation Semantics, Object is a receiver of messages and an actor. It is not considered as a Data or Parameter or other thing to be passed to a procedure via parameter stack. Surely, an object is internally some data in Mops and Win32Forth, too. But the fact belongs to the implementation details. Implementation detail is another problem than the syntax and semantics of a language. If one says objects must be data so that they must be passed via parameter stack as parameters, the one is losing sight of OO semantics and sticking to the second class or pseudo OO, say, "Data Orientation". Of course, it is never wrong in itself for objects to be able to be passed as parameters. The objectID (normally pointer) of an object is surely a datum. But at the same time it could not be called a defect of the system if an object would not be passed as a parameter in normal message sending. So "selector object" syntax is never worse than "object selector" syntax from the view of OO semantics (human interpretation). Or rather "selector object" syntax is better in message sending appearance in my opinion because it distiguishes the actor (object) from parameters to be processed by it. The fact that Selector cannot be ticked hinders extensibility. By the way, why can Selector always be ticked? Tick pushes xt of the word ticked to data stack. Which xt? Selector is not a word in that its execution semantics is undefined without combining witha class or object. Surely, after defining a way of binding a selector can be ticked. That is, we can do in NEON Model AMETHOD SELECTOR [] ; AMETHOD But it is because by defining the selector as being late bound, looking for the appropriate method of a passed object through class linkage becomes a part of contents of SELECTOR s execution semantics.The opinion that a selecor should always be tickable is based on a presupposition thatselector always has its definite execution semantics.But the presupposition itself is false in NEON Model.In OO semantics of NEON Model it is object, not selector that looks for method in its class on gentting message. Normal selector in NEON model is a part of message but not a name of a procedure by itself. Still you need early bound method xt? If so you can do in PowerMops ref ACLASS AnObjRef no_subclasses \ ossia ObjPtr AnObjRef class_is ACLASS AMETHOD ( param1 param2 ... ^obj -- ? ) - AnObjRef SELECTOR AnObjRef ; AMETHOD Or you need faster late bound method xt using a methods table? If so you can do in PowerMops ref ACLASS AnObjRef AMETHOD ( param1 param2 ... ^obj -- ? ) - AnObjRef SELECTOR AnObjRef ; AMETHOD AnObjRef can be a temporary (that is, local) object when it is declared with "ref". Addition (8/3/06) An object could be seen as an actor or data+index to method. parameters selector object syntax shows the object as an actor and parameters+selector=message as Input to the object. That is, selector is a part of input to object.It is default OO syntax of NEON model, so we cannot reproduce the process or function from selector via tick. Why could we know from a part of the input, the process in which it will be thrown? On the other hand, Mops allows also to see an object as data+index to method.Index to method is a pointer to the class or to the method table in PowerMops.Other optional arrangements for method binding represent this consideration. Smalltalk-like late bind is slow. Yes, it is slow compared with early bind. Late bind is about 20 times slower than early bind in some bench mark code in PowerMops.But early bound method is very fast in PowerMops. Although it can not be generalized, early bound method of PowerMops on PPC seems to be about 5 times faster than equivalent non-OO code in GForth native on x86 machine in CPU clock base from some data. Anyway, PowerMops early bound method is really fast.Late bind is slower than _it_. On PowerPC, PowerMops late bound method is about 10 % faster than non-OO equivalent codein GForth 0.6.2. Damn slow? Definitely NO. In reality, iterative late binding (polymorphism) happens often on a heavy task in itself like "DRAW".In such a case over head concerning method binding is almost negligible. Besides. Who can say NEON Model is incompatible with a vtable like late bind?PowerMops class does build a methods table. It is not the matter of OO model.Again, an implementation detail!PowerMops doesn t require something like VIRTUAL declarations of methods, unlike C++.Quite handy. To tell the truth, PowerMops normal (wihout vtable) late binding implementation has a special search optimization (acceleration) mechanism. As the result, it becomes fast as it is.System implementer can and should elaborate one s implementation in order to make the system fit with the preference, unless the implementation details should be controlled by others. Conclusion An argument such that using such and such technique internally is bad will come typically from the view of language system implementers, not from that of users of the language. We could see the OO feature of a language as one of the tools to write application in the language. Implementation details could be left to the ingenuity of system implementers.Then we could concentrate the syntax-semantics relation of OO constructs.In this respect NEON model is not bad. If you have your own (favorite) Forth with OO extension different from NEON model,NEON model may look bad and ununderstandable. So what?From my experience Mops OO feature is very good for application programming.But if you don t understand and never have done programming in Mops, Mops code will look like unreadable. That would hold for any languages.The strength of OO syntax of PowerMops may be best realized when you are writing some application in PowerMops. -- Maybe not when you are trying to implement the OO model for your system. Theories concerning OO generally look like bound by (negatively or positively) the world view of Algol family (C, C++, Java). But Forth is flexible and extensible language, instead of inflexible and fixed language, like C.Why do we need to worry about OO theories build (aversively) on (procedural or sometimes even including hybrid type) Algol family languages?Java model may be good (the best? how about Objective-C? you stick to the (a bit old) industry and/or scholastic standard? It may be ok. But unfortunately we are free from such a credo.) OO construct in context of C. But its OO syntax and semantics look still in half way. "When an object is passed as a parameter to a procedure,the procedure checks the class and ..." This sounds like always-virtualized C++. But we really need it on Forth?Surely NEON model didn t look like (reversed) Java. But so what? Is it a bad signal in itself? In my opinion, the thought that an object is data is a quite low level idea.Even if such a thought is allowable, taking an object quite the same as other parameters is wrong according to the standard OO way of thinking. It might be better to push object IDs onto another stack than normal parameter stack in that such a thought, at least, is not confusing objects with data parameters.But once we suppose a special object stack to which objects are dynamically pushed at runtime, default late binding begins to look very natural in order to send messages consecutively to anonymous objects in the object stack. This thought seems to treat objects as a group of data.This grouping is realized as class-structures in Java or C++. Late binding loosens tight and narrow restrictions of class-as-type mechanism in Java or C++,and virtual method utilize this looser grouping. So late binding (sometimes identified with polymorphism) is seen as the true establishment of OO for Java or C++. In this philosophy, an instance (individual) is derived from its group (whole or class structure). Building the structure (set-subset grouping) is more important than individual objects. Objects (instances) are processed by something (method) according to the group they belongs to. Methods are the first class entities in this view, so each of them should have the independent meaning inspite of naming collisions.This is quite different from the philosophy of NEON model where the property of an individual object is more important than class structure, and the structure is a mere result of the similarity of properties among objects. Objects (instances) process some data as processors using their methods.Objects are the first class entities and methods are secondary (ancillary) to the object that knows them. Surely, PowerMops uses systemcall functions. Those are written in C++ so that a system object is a data -- low level object -- to be passed as a parameter to a function.But we know our OO model can cohabit with it because ours lives at higher level. In NEON OO model we don t need to stick to the lower level to keep low level accessibility because our moving to the higer level never sacrifice the lower level constructs. Such a cohabitation of low level and high level is Forth, I think. In my humble opinion, C++ or Java looks like taking a side road to OO. In Smalltalk or NEON model we think that an object has its ability (functionality) and propertiesand shares those with other objects by inheritance. While in C++ or Java all such things seem to be treated in view of accessibility. It is not, of course, illogical. But at the same time such accessibility definitions can be so much complicated thatan object cannot be recognizable as a semantically definite entity. I suspect that this growing tendency of the complication of rules to define wether to allow/prohibit accessing may cause, so to speak, concentration of abstract class structure and thought that an object is a mere data because such a complication is very likely to break the unity of an object as an actor. Of course, such way of thinking or programming habit comming from the C++ or Java situation is neither bad nor good in and by itself. My point is that different presuppositions will lead to different ways of thinking or programming habits. Terribly bad design fom one point of view may not be so bad from another point of view, vice versa. We should reflect on which presupposition we are putting in evaluating something. That s all. Mops default method binding is said to be Early Binding. But it is programming-default or a kind of standard, not interpreter and/or compiler default. Mops allows plural ways of message sending. But the way of binding is always explicit in code. Mops doesn t try to force programmers to take one certain way. It simply leaves many possibility to the programmers.It may be considered bad in the world of standard programming. But if they were true, Forth itself would be bad.Additionally we never confuse normal words with messages to invoke corresponding methodsin Mops code because they obey distinguishable syntax rules. Word and selector are different entities in NEON model, so they look different in Mops code. It is natural, I think. NEON OO model is said to be based on Smalltalk model.It is true that Smalltalk is too different from Forth since it is pure OO language. But we should be able to learn from Smalltalk (or other pure OO language) a natural and straightforward OO syntax-semantics correspondence, and think about its realization in Forth. From this point of view, NEON model has a excellent mesage sending appearance in my opinion. Moreover, advantages of NEON model are more in practical aspects of programming than in theoretical ones.This achivement is surely an evidence of Forth s tremendous expressive power since whole the OO construct has been written in Forth. Or you insist we should keep Forth pure? Well, but we never lose the pure Forth by adding OO constructs. Supplying NEON OO feature will never prevent us from programming in pure Forth.It is the strength of Forth we are referring to. You may need a simplicity. But there is no THE simplicity. Simple doesn t always mean short code.Fortunately, everything is already simple in Forth -- aren t you confused by your implicit suppositions?You may say "we should wipe it hour by hour and let no dust alight".But we will reply "it is always clean so where can the dust alight?"(Zen of Forth). Appendix a defect of some of Object-Method syntax (unfinished) My argument was(is) supposing PowerMops as a typical example of NEON OO model. And I treated only standard OO syntax of PowerMops. PowerMops has some OO related features that were not mentioned above.For example PowerMops allows also object-method(+class information) syntax for binding. We can select one way according to the situation. PowerMops class can have a method whose content may be different object-wise, and, when needed, can be changed dynamically. But this feature is achived by xt-variable functionality, which is already in standard Forth.That is, PowerMops solves this problem via instance variables, not inheritance. Since standard Forth already has the solution, NEON model doesn t need additional theoretically sophisticated late binding mechanism or other OO functionality to solve it. (I don t know what OO features Win32Forth has. But I think what features PowerMops has could be implemented in Win32Forth.) This article was written as a reaction agaist the claim "message-object syntax is bad or simply wrong". So, this article doesn t contain all features of PowerMops OO. I used an OO semantics to support message-object syntax. But I am not a Dogmatiker. I never insist that this semantics is one only theoretical foundation for PowerMops OO coding.I have never imagined that every PowerMops user should first be taken by this semantics to understand the OO code in PowerMops. My intention was simply that since one simple and understandable semantics can support message-object syntax, this syntax should have some reason. So I think that a claim "message-object syntax is bad or simply wrong" was shown to be baseless. I like PowerMops OO syntax by practical reason, not by dogmatical one. I have been thinking about philosophy to support PowerMops language including pure Forth part.But the motivation comes from experience of real coding on PowerMops.I have realized PowerMops is very powerful. Moreover PowerMops, which is optimizing native Forth compiler for PowerPC with OO feature based on NEON model, is wholly written in Mops.That means, PowerMops itself is an example software of NEON type OOP. And its syntax and semantics make communication with other programmers by codequite easy.I have been trying to undestand what in PowerMops language makes it so (in my opinion) great. I found Dogmatikers tend to hate NEON OO model, or even Forth ideas.Perhaps, because those ideas doesn t fit for their dogma.It is true, theory may help to simplfy the grammar of programming language. But excessive simplification could cause practical confusion. What I call practical reason to favour PowerMops, is the fact that what we are doing is clear from the code in PowerMops. Selectors have a bit different appearance from normal words.By that, we can easily realize whether certain part of the code is written in OO or in normal Forth. In all cases of OO coding, selector supposes object near by and may be followed by class name or certain token, which are context elements used to define appropriate method. (I tend to think such a combination of words as a "phrase", which is an extension of concept ‘word’.)The context is very local. It is consumed with one selector. (Well, now PowerMops has a syntax to extend the context in a case. But the ends of the context can be made clear in code.) Locality of information for interpretation of code is important factor for readble code. I realized that in some OO Forth using object-method syntax, object and method cannot be distinguished from normal Forth word in the names.And according to object-method synax theory, object (or class name) switches the contexts.Since we cannot see whether a word is an object or a normal forth word from its name,object can be said to cause implicit context change.Introducing implicit context change in a language is a really bad idea, I believe.OO system of such type will be, sooner or later, unable to live without some naming convention,such as, Begin Object name by a capital letter, etc.. But setting conventions will be too weak to avoid all possible problems coming from implicit context change. For example aFile dup may duplicate ‘aFile’ (File duplication when dup is a mothod of file). Or ‘aFile’ may do something and ‘dup’ duplicate a stack item. How could you know which is the case from this line?If you know aFile is an object and has a method ‘dup’, the definition of dup will be found in method implementation (definitioin). But the method operating code above doesn t contain the information. That is, introducing implicit context change may break the reliability of normal forth words in the meaning of the actions when reading code(especially when debugging the code other programmers wrote). In Reality, syntactical details are trivial. Implementing some features or flavors is also trivial in Forth based environment. Anything isn t very difficult to implement in Forth environment compared with some other languages. But I think confusing syntax should be avoided, even if that might be a result of exact mapping of OO to standard Forth syntax. Surely, good programmers could avoid all such troubles by some coding conventions or goood memory.Some may say, "I have no problem with that. So it is perfect."OK. I could believe it is true for you. But how about anyone other than you? Forth should be only for good programmers?But no one is born as a good programmer, andnot every person will begin programming as a good programmer. Such an elitism might kill the language. However I myself don t care about what floavors will be adopted as the future OO standard of Forth. Once the specification becomes clear, PowerMops surely can support it by an optional library. Top Page
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FaminebindはRustic Sashのユニーク 入手方法 詳説・特徴 関連リンク Faminebind Rustic Sash ステータス要求値:LEVEL11 (12-24)% increased Global Physical DamageグローバルPhysicalダメージが(12-24)%増加 +(20-30)% to Cold ResistanceCold耐性+(20-30)% 20% increased Projectile DamageProjectileダメージが20%増加 30% reduced Flask Charges gainedフラスコチャージの取得量が30%減少 60% increased Flask Effect Durationフラスコの持続時間を60%増加 Deals 50 Chaos Damage per second to nearby Enemies近くの敵に毎秒50のChaosダメージを与える After the Great Fire, the land lay barrenand our forefathers grew weak.Mother Gull took pity on themand gave them grain and water. 入手方法 Talismanリーグ限定品。 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 The Standoff 3 The Wretched 6 Time-Lost Relic 10 Arrogance of the Vaal 8 Jack in the Box 4 詳説・特徴 このアイテムからベンダーレシピ、予言等で変換して得られるアイテム 変換先 変換元 必要数 備考 The Retch Feastbind 1 ベンダーレシピ Faminebind 1 Orb of Fusing 1 関連リンク 英wiki https //pathofexile.gamepedia.com/Faminebind Unique Belts 一覧