約 4,325,760 件
https://w.atwiki.jp/novita/pages/16.html
Tweepy API を利用したサーバ監視 UbuntuMagazine7を参考にした覚書。 概要 監視の作業工程 タイムラインのデータを取得する データを解析する 必要に応じてツイート(DM)する 各監視に対しての考慮ポイント ツイートの場合には、情報共有可能か否かの判断 投稿制限(投稿量) 無限ループの脱出策 Twitterサーバ自体の負荷によるエラー回避方法 ボット再起動手段 参考 Tweepy API List 環境準備 以下は監視対象サーバをUbuntuServer10.04LTSで実施しています。UbuntuServer以外では試してはいないが、PythonとTweepyが入れば行けるかも。 1.サーバ側作業 必要なモジュールのインストールを行う。 # apt-get update # apt-get upgrade # apt-get install python-setuptools # easy_install tweepy 以下のスクリプト「get_timeline.py」実行により環境に問題ないか確認可能。 #! /usr/bin/env python import tweepy tweets = tweepy.api.public_timeline() for tweet in tweets print tweet.text 以下のコマンドラインで実行を行う。 $ python ./get_timeline.py 上記のコマンドは、世界中の最新ツイートが20件表示されるスクリプト。正しく、表示されていればOK。 2.認証準備 Twitterのアカウント作成(持ってない場合) TwitterDeveloperで「My applications」を作成 Application details ・Name applications名 ・Description applicationsの詳細 ・WebSite https //twitter.com/#!/ アカウント名 ・Callback URL 空白 ConsumerKEYの確認(※ access tokenの表示がない場合には、こちら) My applicationsから上記で作成したものを選択し、Detailsの以下の項目をメモ。 ・[OAuth settings]-[Consumer key] ・[OAuth settings]-[Consumer secret] ・[Your access token]-[Access token] ・[Your access token]-[Access token secret] [Setting]タブの[Application type]を[Read, Write and Access direct messages] テスト実行 ツイートする場合にはスクリプト「stdinput_tw.py」を使用、ダイレクトメールを使用する場合にはスクリプト「stdinput_dm.py」を使用する。 KEY = "[OAuth settings]-[Consumer key]" SECRET = "[OAuth settings]-[Consumer secret]" ATOKEN = "[Your access token]-[Access token]" ASECRET = "[Your access token]-[Access token secret]" tail -f foo.log | python stdinput_dm.py ただし、気を付けてほしい。通常のログから発報させるためには、それなりにフィルタリングしてからじゃないと。 監視スクリプト例 死活監視 --- 厳しい リソース監視 --- CRONから定期的に実行。 サービス監視 --- 各サービス毎にスクリプトをこしらえる必要あり ファイル監視 --- tailで常駐監視 syslog監視 --- syslog.confの修正とtailの常駐監視で実現は容易
https://w.atwiki.jp/minho/pages/144.html
Sportclub Heerenveen 公式HP:http //www.sc-heerenveen.nl/ 選手名 所属クラブ 国籍 年齢 Pos OVR 特殊能力 フェイス スパイク 備考 Brian Vandenbussche SC Heerenveen オランダ ー GK ー ー ー ー ー Michael Dingsdag SC Heerenveen オランダ ー ー ー ー × 黒 ー Paul Bosvelt SC Heerenveen オランダ ー ー ー ー 固有 黒 ー Afonso Alves SC Heerenveen ブラジル ー ー ー ー ー 黒 ー Rob Friend SC Heerenveen カナダ ー ー ー ー ー ー ー Will Johnson SC Heerenveen カナダ ー ー ー ー ー ー ー ー SC Heerenveen ー ー ー ー ー ー ー ー
https://w.atwiki.jp/sekiguchizemi/pages/31.html
Human Resource Management A human capital‐based framework of career, well‐being, and social information reasons for managerial lateral job assignment preferences (2021-12-06) Navigating the era of disruption How emotions can prompt job crafting behaviors (2021-11-23) High commitment work systems and employee well‐being The roles of workplace friendship and task interdependence (2021-11-12) Chief executive officer positive framing and employee ownership (2021-11-10) Meaningfulness of work and supervisory‐rated job performance A moderated‐mediation model (2021-11-10) The experience of commitment in the contemporary workplace An exploratory reexamination of commitment model antecedents (2021-11-10) HR ambidexterity and absorptive capacities A paradox‐based approach to HRM capabilities and practice adoption in MNC subsidiaries (2021-11-10) Stingy principals or benevolent stewards Reward practices in family versus nonfamily trucking companies (2021-11-10) Pay for beauty? A contingent perspective of CEO facial attractiveness on CEO compensation (2021-11-10) How does affect relate to job search effort and success? It depends on pleasantness, activation, and core self‐evaluations (2021-11-10) Do leaders condone unethical pro‐organizational employee behaviors? The complex interplay between leader organizational identification and moral disengagement (2021-11-10) The double‐edged sword of job crafting The effects of job crafting on changes in job demands and employee well‐being (2021-11-10) Issue Information (2021-11-10) Corrigendum (2021-11-10) The dynamics of diplomatic careers The shift from traditional to contemporary careers (2021-11-03) The road taken and the path forward for HR devolution research An evolutionary review (2021-10-20) It takes two to tango Knowledge transfer between expatriates and host country nationals (2021-10-20) Recruitment brand equity for unknown employers Examining the effects of recruitment message claim verifiability and credibility on job pursuit intentions (2021-10-08) The performance impact of gender diversity in the top management team and board of directors A multiteam systems approach (2021-09-17) The dark side of leader–member exchange Observers' reactions when leaders target their teammates for abuse (2021-09-09) Unraveling the relationship between high‐performance work systems and firm performance A mediation analysis (2021-09-07) How and when do prior international experiences lead to global work? A career motivation perspective (2021-09-03) The treatment of disabled individuals in small, medium‐sized, and large firms (2021-09-01) What you see is what you get? Measuring companies' projected employer image attributes via companies' employment webpages (2021-08-30) Assessing job crafting competencies to predict tradeoffs between competing outcomes (2021-08-13) How workplace support for the COVID‐19 pandemic and personality traits affect changes in employees' affective commitment to the organization and job‐related well‐being (2021-07-21) Exploring the pandemic's potential effects on workers' collectivist values, prosocial behaviors, and attitudes toward mistreatment (2021-07-16) Leveraging green HRM for firm performance The joint effects of CEO environmental belief and external pollution severity and the mediating role of employee environmental commitment (2021-07-13) The effects of negative mentoring experiences on mentor creativity The roles of mentor ego depletion and traditionality (2021-06-08) Does pay for individual performance truly undermine employee creativity? The different moderating roles of vertical and horizontal collectivist orientations (2021-06-04) Human Resource Management Journal Discretion as a double‐edged sword in global work The perils of international business travel (2021-11-19) The effects of firm financialization on human resource management How financialization affects the design of managerial jobs (2021-11-16) Issue Information (2021-11-13) Imagining the newcomer–supervisor relationship Future relational self in the workplace (2021-11-13) Refugee employment support The HRM–CSR nexus and stakeholder co‐dependency (2021-11-13) From crafting what you do to building resilience for career commitment in the gig economy (2021-11-13) The interaction between gender and informal social networks An East Asian perspective (2021-11-13) Star performers, unit performance and unit turnover A constructive replication (2021-11-13) Identification with management and the organisation as key mechanisms in explaining employee reactions to talent status (2021-11-13) A liminal lens on integrating refugees into the workplace Conceptualising a theoretical model (2021-11-13) Leading through paradox in a COVID‐19 world Human resources comes of age (2021-11-13) How symbolic human resource function actions affect the implementation of high‐performance work practices The mediating effect of influence on strategic decision‐making (2021-11-13) Blending mindfulness practices and character strengths increases employee well‐being A second‐order meta‐analysis and a follow‐up field experiment (2021-11-13) COVID‐19 and the uncertain future of HRM Furlough, job retention and reform (2021-11-13) Studying mutuality and perversity in the impacts of human resource management on societal well‐being Advancing a pluralist agenda (2021-11-13) Generational categories A broken basis for human resource management research and practice (2021-11-13) HRM and the COVID‐19 pandemic How can we stop making a bad situation worse? (2021-11-13) Putting the system back into training and firm performance research A review and research agenda (2021-11-13) A temporal perspective on refugee employment – Advancing HRM theory and practice (2021-11-10) Human resources analytics A legitimacy process (2021-11-03) Towards a more inclusive human resource community Engaging ethnic minority microbusinesses in human resource development programmes targeted at more productive methods of operating (2021-10-21) Employee voice, psychologisation and human resource management (HRM) (2021-10-20) Staffing effectiveness across countries An institutional perspective (2021-10-16) How is human resource management research (not) helping practice? In defence of practical implications (2021-10-08) ‘It's so fake’ Identity performances and cynicism within a people analytics team (2021-10-04) Beating the advertising drum for the employer How legal context translates into good HRM practice (2021-10-04) Identifying the linguistic markers of intuition in human resource (HR) practice (2021-09-28) ‘Americanization’ and the drivers of the establishment and use of works councils in three post‐socialist countries (2021-09-26) Computer use and pay for performance (2021-09-25) Small firms, owner managers and (strategic?) human resource management (2021-09-04) Human Resource Management Review 新着記事は見つかりませんでした。 International Journal of Human Resorce Management Performing versus adapting how leader’s coaching style matters in Hong Kong (2019-02-07) MOOCs at work what induces employer support for them? (2019-05-21) Predictors of job pursuit intention across career stages a multi-phase investigation (2019-08-08) Emerging mid-career transformation in Japan (2019-08-08) Where are we today in understanding the role of the firm as a driver of international flows of highly skilled migrants? Reviewing the status of the literature on direct and indirect host country meso-level influences (2019-08-27) Organizational career growth and career commitment Moderated mediation model of work engagement and role modeling (2019-09-13) Mapping the expatriate literature a bibliometric review of the field from 1998 to 2017 and identification of current research fronts (2019-09-13) How boundaryless are partner careers in consulting firms?—a two-country optimal matching analysis (2019-10-26) Big data contributions to human resource management a systematic review (2019-10-09) The career transitions of expatriate partners and the effects of transitions on career identities (2019-10-09) ‘Grand challenge’ or ‘not an issue’? The discourses on income inequality of compensation managers and consultants (2019-11-25) HRM system situational strength in support of strategy its effects on employee attitudes and business unit performance (2021-12-01) Host country national quality of interaction with expatriates antecedents, process, and outcome (2021-11-23) The role of human resource practices for including persons with disabilities in the workforce a systematic literature review (2021-11-19) Technology and the hybrid workplace the affective living of IT-enabled space (2021-11-17) Regulating HRM the limits of regulatory pluralism (2021-11-16) Antecedents of high performance work practices in SMEs an attention-based view (2021-11-15) The roles of justice climates on high-investment human resource system and unit/individual performance relationships (2021-11-15) How inclusive is workplace gender equality research in the Chinese context? Taking stock and looking ahead (2021-11-13) Talent management in the public sector empirical evidence from the Emerging Economy of Dubai (2021-11-12) Proactive career orientation and physical mobility preference as predictors of important work attitudes the moderating role of pay satisfaction (2021-11-12) When and how does ambidextrous leadership influences voice? The roles of leader-subordinate gender similarity and employee emotional expression (2021-11-11) When give-back turns to blowback Employee responses to learning from skills-based volunteering (2021-11-02) Sensemaking and spirituality the process of re-centring self-decentralisation at work (2021-10-21) Low-status expatriates in the United Arab Emirates a psychological contract perspective (2021-10-20) Examining collective creative self-efficacy as a competency indicator of group talent management a study of SMEs in an emerging economy (2021-10-20) The moral dark side of performance pressure how and when it affects unethical pro-organizational behavior (2021-10-15) Human Capital resource as cost or investment A market-based analysis (2021-10-13) Illegitimate tasks, job crafting and their longitudinal relationships with meaning of work (2021-10-12) How can CEOs influence HRM implementation? Unfolding top management’s role in HRM (2021-10-08) Journal of Vocational Behavior 新着記事は見つかりませんでした。
https://w.atwiki.jp/medalofhonor/pages/244.html
UIStrings.int字幕和訳前半 [AVA_HUDMSG_SHOOTANT] MESSAGE=土台を撃つとアンテナを無力化できる [AVA_HUDMSG_SHOOTBARREL] MESSAGE=容器を撃つと信号炎を発火させる [AVA_HUDMSG_SHOOTCLOCK] MESSAGE=錠を撃つとゲートを開けられる [AVA_HUDMSG_SHOOTFUEL] MESSAGE=燃料タンクを撃つと破壊できる [AVA_HUDMSG_SHOOTRADIO] MESSAGE=通信機器を撃って破壊できる [Cheats] CheatFailed=Cheat Failed EnterCheat=Enter Cheat [ControllerConfig] AimMode=Aim Mode/Iron Sights ALT_FIRE=Alt Fire AltFire=Alt Fire AltFire_Halo=Click to Alt Fire BACK=Move / Peek Back BIND_1=Bind 1 BIND_2=Bind 2 CATEGORY_MISC=Misc CATEGORY_MOVE=Move CATEGORY_SHOOT=Shoot CATEGORY_WEAPON_SELECT=Weapon Select CHANGE_BINDING_WAITING=Waiting for a new key…Escape to cancel CLEAR_BINDING=Press Backspace to clear COMMAND=Commmand CONFIRM_BINDING_REPLACEMENT=This key is already bound to another command. Do you want to replace this binding? CONFIRM_CANCEL=キャンセル CONFIRM_NO=いいえ CONFIRM_RESET_DEFAULTS=Reset to default key bindings? CONFIRM_YES=はい COOK_GRENADE=Cook Grenade CROUCH=屈む CUT_CHUTE=Cut Chute Default=標準 DEFAULTS=Use Defaults FIRE_WEAPON=Fire Weapon FireWeapon=Fire Weapon FLARE_CHUTE=Flare Chute FORWARD=Move / Peek Forward FRAG=Frag Grenade GAMMON=Gammon Grenade GRENADE_CYCLE=Grenade Cycle GrenadeCycle=Grenade Cycle HOLD_BREATH=Hold Breath HOW_TO_CHANGE_BINDING=Press Enter or Click to change IRONSIGHTS=Ironsights IRONSIGHTS_MOVEMENT_BACKWARD=Ironsights Move Backward IRONSIGHTS_MOVEMENT_FORWARD=Ironsights Move Forward IRONSIGHTS_MOVEMENT_LEFT=Ironsights Move Left IRONSIGHTS_MOVEMENT_RIGHT=Ironsights Move Right IRONSIGHTS_PEEK_DOWN=Peek Down IRONSIGHTS_PEEK_LEFT=Lean Left IRONSIGHTS_PEEK_RIGHT=Lean Right [Controllerconfig] ControllerConfig_IRONSIGHTS_PEEK_UP=Peek Up [ControllerConfig] Jump=Jump LEAN_LEFT=Lean Left LEAN_RIGHT=Lean Right LookAim=Look/Aim Melee=Melee MeleeClick=Click to Melee MOVE_LEAN_TOGGLE=Move / Lean Toggle MoveLean/Peek=Move/Lean/Peek Pause=Pause PISTOL=Pistol PRIMARY_WEAPON=Primary Weapon RELOAD=Reload SAY_ALL=Say All SAY_TEAM=Say Team SCOREBOARD=Scoreboard SECONDARY_WEAPON=Secondary Weapon SHOW_MENU=Show Menu Sprint=Sprint Sprint_Halo=Sprint/Toggle Iron Sights Walk\n SPRINT_MOVE_IRONSIGHTS=Sprint / Ironsights Move SprintClick=Click to Sprint StanceToggle=Stance Toggle StanceToggle_Halo=Click to Toggle Stance STICK=Stick Grenade STRAFE_LEFT=Strafe / Peek Left STRAFE_RIGHT=Strafe / Peek Right Test_5_1=5.1chスピーカーの配置テスト THROW_GRENADE=手榴弾投擲 ToggleGrenadeZoomIn=手榴弾切り替え/拡大 ToggleIronsightsWalk=Toggle Iron Sights Walk ToggleIronsightsWalk_Gears=Click to Toggle Iron Sights Walk\n ToggleMap=Toggle Map TogglePistolZoomOut=Toggle Pistol/Zoom Out TwoStepZoom=Click for Two-step Zoom USE/ACTION=Use/Action UseActionReload=Use/Reload/Flare Chute VOICE_CHAT=Voice Chat WEAPON_CYCLE=Weapon Cycle WEAPON_SELECT=Weapon Select WeaponCycle=Weapon Cycle ZOOM_IN=Zoom In ZOOM_OUT=Zoom Out ZOOM_TOGGLE=Zoom Toggle ZoomIn=Zoom In ZoomOut=Zoom Out Credits 必要ないと思うので省略 [Demo] EAStoreURL=www.buymoha.ea.com Marketing1=Jump into the Largest Airborne Operations in History Marketing2=Fight for Victory Online in Multiplayer Combat Marketing3=Upgrade Every Weapon in Your Arsenal Marketing4=Fight Anywhere in Open Battlefields MarketingDate=On September 4th MarketingEnd=Prepare to Jump @ MarketingTitle=Heroes Jump. MarketingTitle1=Enemies Fall. MarketingWebsite=MOHA.EA.COM OrderNow=Buy now at PlayDemo=Play Demo QuitPrompt=警告 最終チェックポイント以降の進行状況は全て失われます。本当に終了しますか? RestartMissionPrompt=警告 最終チェックポイント以降の進行状況は全て失われます。本当に再スタートしますか? RestartQuitTab=再スタートと終了 Extras 原文 AudioSFXProcess=Final Flight C47 Audio AudioSFXProcessCrit=Being Awarded the Soldier s Medal AudioSFXProcessDesc=Audio Director Paul Lackey and Historian Marty Morgan describe the process of recording and recreating the authentic C47 sounds of Medal of Honor. Battlefield2142=Battlefield 2142 BehindTheScenes=Husky Key Encounter BehindTheScenesCrit=Being Awarded the Army Good Conduct Medal BehindTheScenesDesc=Lead Designer Rex Dickson goes inside the construction of the central battle in Operation Husky, the assault on the mayor s residence, converted to a German Command HQ. FeatureAnalysis=Visual Concepts FeatureAnalysisAffordance=The Affordance Engine FeatureAnalysisAffordanceCrit=Being Awarded the Silver Star FeatureAnalysisAffordanceDesc=Lead AI engineer Tim Ford explains the Affordance Engine, and how MOH Airborne characters use elements of the environment to dynamically invent tactics against the player. FeatureAnalysisCrit=Being Awarded the Bronze Star FeatureAnalysisDesc=Take a visual tour through early concept sketches of each mission in Medal of Honor Airborne. FeatureAnalysisDrop=Designing the Air Drop FeatureAnalysisDropCrit=Completing Jump Training FeatureAnalysisDropDesc=Creative Director Jon Paquette and Game Designer Mike Licht describe the challenges involved in designing a game where the player can start anywhere. HistoricalPerspective=Weapons Audio HistoricalPerspectiveCrit=Being Awarded the Legion of Merit HistoricalPerspectiveDesc=Audio director Paul Lackey describes the process of recording and recreating the authentic sounds of Medal of Honor Airborne weapons. IGC=Building a Cinematic IGC_Crit=Being Awarded the WWII Victory Medal IGC_Desc=Producer Neville Spiteri narrates the life cycle of an in-game cinematic, from script through final delivery. MakingMusic=The Music of MOH Airborne MakingMusicCrit=Being Awarded the Distinguished Service Medal MakingMusicDesc=Composer Michael Giacchino returns to Medal of Honor to reinvent the musical sound he created with Medal of Honor, and Medal of Honor Frontline. See the entire process, from composing the music, to the live recording, to scoring the action in-game. MakingOfAvalanche=Making of Avalanche MakingOfAvalancheCrit=Completing Operation Avalanche MakingOfAvalancheDesc=See the progression of the development of the Avalanche campaign, from early concept art and 3D mockups through to the final touches. MakingOfHusky=Making of Husky MakingOfHuskyCrit=Completing Operation Husky MakingOfHuskyDesc=See the progression of the development of the Husky campaign, from early concept art and 3D mockups through to the final touches. MakingOfMarketGarden=Making of Market Garden MakingOfMarketGardenCrit=Completing Market Garden MakingOfMarketGardenDesc=See the development of Market Garden, from concept art and 3D mockups through to putting on the final touches. MakingOfNeptune=Making of Neptune MakingOfNeptuneCrit=Completing Operation Neptune MakingOfNeptuneDesc=See the progression of the development of the Neptune campaign, from early concept art and 3D mockups through to the final touches. MakingOfVarsity1=Making of Varsity - Factory MakingOfVarsity1Crit=Completing Varsity - Factory MakingOfVarsity1Desc=See the development of Varsity s Factory level, from concept art and 3D mockups through to putting on the final touches. MakingOfVarsity2=Building a Killer Mission MakingOfVarsity2Crit=Being Awarded the Distinguished Service Cross MakingOfVarsity2Desc=Production Designer Ken Harsha describes the development of one of the most ambitious missions in Medal of Honor Airborne. MOHAGameTrailers=MOHA Game Trailers MOHAGameTrailersDesc=Includes Individual game trailers that were released to the public before the launch of Medal of Honor Airborne. MOHATVCommercialDesc=Includes The television commercial for the game MOHATVCOmmerical=MOHA TV Commericial Training_Cover=Using Cover Training_Grenade=Making Things Go "Boom" Training_Movement=Tactics and Movements Training_Sniper=Sniper s Guide UCapProcess=MOH Airborne Performance Capture UCapProcessCrit=Being Awarded the Soldier s Medal UCapProcessDesc=MOH Airborne features state-of-the-art performance capture for realistic facial expressions, and battlefield movement. See how it s all created, then get a tour of the procedural death system that drives the in-game stunts and chaos. Unlocked=Unlocked UnlockedBy=Unlock criteria 和訳 AudioSFXProcess=最後の戦い C47の音源 AudioSFXProcessCrit=Being Awarded the Soldier s Medal AudioSFXProcessDesc=Audio Director Paul Lackey and Historian Marty Morgan describe the process of recording and recreating the authentic C47 sounds of Medal of Honor. Battlefield2142=バトルフィールド2142 BehindTheScenes=Husky Key Encounter BehindTheScenesCrit=Being Awarded the Army Good Conduct Medal BehindTheScenesDesc=Lead Designer Rex Dickson goes inside the construction of the central battle in Operation Husky, the assault on the mayor s residence, converted to a German Command HQ. FeatureAnalysis=Visual Concepts FeatureAnalysisAffordance=The Affordance Engine FeatureAnalysisAffordanceCrit=Being Awarded the Silver Star FeatureAnalysisAffordanceDesc=Lead AI engineer Tim Ford explains the Affordance Engine, and how MOH Airborne characters use elements of the environment to dynamically invent tactics against the player. FeatureAnalysisCrit=Being Awarded the Bronze Star FeatureAnalysisDesc=Take a visual tour through early concept sketches of each mission in Medal of Honor Airborne. FeatureAnalysisDrop=Designing the Air Drop FeatureAnalysisDropCrit=Completing Jump Training FeatureAnalysisDropDesc=Creative Director Jon Paquette and Game Designer Mike Licht describe the challenges involved in designing a game where the player can start anywhere. HistoricalPerspective=武器の音源 HistoricalPerspectiveCrit=Being Awarded the Legion of Merit HistoricalPerspectiveDesc=Audio director Paul Lackey describes the process of recording and recreating the authentic sounds of Medal of Honor Airborne weapons. IGC=Building a Cinematic IGC_Crit=Being Awarded the WWII Victory Medal IGC_Desc=Producer Neville Spiteri narrates the life cycle of an in-game cinematic, from script through final delivery. MakingMusic=The Music of MOH Airborne MakingMusicCrit=Being Awarded the Distinguished Service Medal MakingMusicDesc=Composer Michael Giacchino returns to Medal of Honor to reinvent the musical sound he created with Medal of Honor, and Medal of Honor Frontline. See the entire process, from composing the music, to the live recording, to scoring the action in-game. MakingOfAvalanche=アバランチ作戦メイキングムービー MakingOfAvalancheCrit=Completing Operation Avalanche MakingOfAvalancheDesc=See the progression of the development of the Avalanche campaign, from early concept art and 3D mockups through to the final touches. MakingOfHusky=ハスキー作戦メイキングムービー MakingOfHuskyCrit=Completing Operation Husky MakingOfHuskyDesc=See the progression of the development of the Husky campaign, from early concept art and 3D mockups through to the final touches. MakingOfMarketGarden=マーケット・ガーデン作戦メイキングムービー MakingOfMarketGardenCrit=Completing Market Garden MakingOfMarketGardenDesc=See the development of Market Garden, from concept art and 3D mockups through to putting on the final touches. MakingOfNeptune=ネプチューン作戦メイキングムービー MakingOfNeptuneCrit=Completing Operation Neptune MakingOfNeptuneDesc=See the progression of the development of the Neptune campaign, from early concept art and 3D mockups through to the final touches. MakingOfVarsity1=バーシティー作戦メイキングムービー MakingOfVarsity1Crit=Completing Varsity - Factory MakingOfVarsity1Desc=See the development of Varsity s Factory level, from concept art and 3D mockups through to putting on the final touches. MakingOfVarsity2=Building a Killer Mission MakingOfVarsity2Crit=Being Awarded the Distinguished Service Cross MakingOfVarsity2Desc=Production Designer Ken Harsha describes the development of one of the most ambitious missions in Medal of Honor Airborne. MOHAGameTrailers=MOHAのゲームトレーラームービー MOHAGameTrailersDesc=Includes Individual game trailers that were released to the public before the launch of Medal of Honor Airborne. MOHATVCommercialDesc=Includes The television commercial for the game MOHATVCOmmerical=MOHAのテレビコマーシャル (海外) Training_Cover=Using Cover Training_Grenade=Making Things Go "Boom" Training_Movement=Tactics and Movements Training_Sniper=Sniper s Guide UCapProcess=MOH Airborne Performance Capture UCapProcessCrit=Being Awarded the Soldier s Medal UCapProcessDesc=MOH Airborne features state-of-the-art performance capture for realistic facial expressions, and battlefield movement. See how it s all created, then get a tour of the procedural death system that drives the in-game stunts and chaos. Unlocked=アンロック UnlockedBy=Unlock criteria [FAC_HUDMSG_GAMMONHATCH] MESSAGE=Toss Gammon Grenade Into Hatch [FAC_HUDMSG_TANKCONTROLS] MESSAGE=Shoot Crane Controls to Sabotage [FLK_HUDMSG_FUSEBOX] MESSAGE=Shoot the fuse box to disable the conveyor [GEN] UI_MENU_CONTINUEBUTTON=次のページ [GeneralStrings] AcceptLoadout=Accept Loadout AcceptText=許可 AllowEmailFrom=Allow email from Any=Any Audio=オーディオ AudioMenu=オーディオメニュー Avalanche=アバランチ BackText=戻る BonusVideos=ボーナスビデオ Campaign=キャンペーン CampaignMenu=キャンペーンメニュー CancelText=キャンセル Cheats=チート Close=閉じる CloseUpgrades=アップグレードを閉じる Continue=続行 ContinueCampaign=キャンペーンの続行 Controller=操作 ControllerMenu=操作メニュー CreatingAccount=アカウントを作成... CreatingMatch=対戦を作成... Credits=クレジット CrossSell=Cross Sell Decline=拒否 Difficulty=難易度 DownloadingToS=Downloading EA Terms Conditions... DummyString=áéíóöőúüűÁÉÍÓÖŐÚÜŰèéìòóùàÈÉÌÒÓÙÀæøåÆØÅąćęłńóśżźĄĆĘŁŇÓŚŻŹáàãâéêíóôõúçÁÀÃÂÉÊÍÓÔÕÚÇАБВГДЕЖЗИЙКЛМНОПРСТУФХЦЧШЩЪЫЬЭЮЯабвгдежзийклмнопрстуфхцчшщъыьэюяЁёáéíóúñüç\n¿¡ªºÁÉÍÓÚÑÜÇåäöÅÄÖ\n\n Easy=Casual ElectronicArts=Electronic Arts ElectronicArtsPartners=Electronic Arts Partners Extras=おまけ ExtrasMenu=おまけメニュー Floor0=Ground Floor1=1st Floor2=2nd Floor3=3rd Floor4=4th FriendlyFire=フレンドリファイア GameMode=ゲームモード GameplayMenu=ゲームプレイメニュー Gamercard=Gamer card Gamertag=View Gamertag Global=グローバル Hard=Expert Husky=ハスキー KickPlayer=Kick Player KickPlayerNotification=You lost connection to the host. LoggingIn=Logging In... Map=マップ MarketGarden=マーケットガーデン MatchmakingProgress=マッチメイキング MaxPlayers=最大プレイヤー数 Medium=Medium Mission=ミッション Multiplayer=マルチプレイヤー MutePlayer=Mute Player NavigateText=ナビゲーション Neptune=ネプチューン New=新規 ObjectivesTab=目的 Off=オフ On=オン OptionsMenu=オプションメニュー OptionsTab=オプション Paused=停止中 PlayDemo=デモをプレイ Preferences=Preferences PrimaryObjectives=主目的 Proficiency=賞 RankedMatchOptions=ランクマッチオプション Retry=再試行 ReviewPlayer=Review Player Rounds=ラウンド RoundTime=Round Time Save=セーブ SaveLoadTab=セーブ ロード Select=選択 SelectCampaign=キャンペーン選択 SelectCampaignMenu=キャンペーン選択 メニュー Servers=サーバー ShowFavoriteServers=お気に入りのサーバー ShowInternetServers=インターネットサーバー SprintEffects=全力疾走エフェクト Start=開始 StartMatch=対戦を開始 StartPlayerMatch=Start Unranked Match StartRankedMatch=Start Ranked Match StatsMedals=戦績とメダル Team=Team ToS=EA Terms and Conditions Training=訓練 Upgrades=アップグレード UpgradeText=Upgrades VarsityFactory=ヴァーシティ VarsityFlakTower=高射砲塔 Video=ビデオ VideoMenu=ビデオメニュー WeaponsTab=武器 [Husky] IntroQuote="\"雲の上から、例え一万人の敵が舞い降りてきたとしても、\n彼らがあちこちで暴れ回る前にこれを撃退してしまえるように\n軍隊を全国土に配置できる君主はどこかにいないものだろうか\"\n\n1784年\nベンジャミン・フランクリン" [Leaderboards] BestRank=Best Rank Friends=Friends Gamertag=Gamertag General=General HighScore=High Score ObjectiveAirborne=Objective Airborne ObjectivePoints=Objective Points Score=Score SelectList=Select List TeamDeathmatch=Team Deathmatch TeamDeathmatchAirborne=Team Deathmatch Airborne TeamPoints=Team Points [Legal] CopyrightLong=Medal of Honor Airborne © 2007 Electronic Arts Inc. All Rights Reserved. LoadingScreen] 原文 Avalanche=Avalanche AvalancheDate=September 13, 1943 AvalancheTitle=Operation Avalanche BattleExp_Proven=Battle Experience Proven BattleExp_Skilled=Battle Experience Skilled BattleExp_Trained=Battle Experience Trained BattleExperience_Elite=Battle Experience Elite BattleExperience_Special=Battle Experience Special BattleExperience_Veteran=Battle Experience Veteran CombatEffect_Eight=Combat Effectiveness 8 CombatEffect_Five=Combat Effectiveness 5 CombatEffect_Four=Combat Effectiveness 4 CombatEffect_Nine=Combat Effectiveness 9 CombatEffect_One=Combat Effectiveness 1 CombatEffect_Seven=Combat Effectiveness 7 CombatEffect_Six=Combat Effectiveness 6 CombatEffect_Ten=Combat Effectiveness 10 CombatEffect_Three=Combat Effectiveness 3 CombatEffect_Two=Combat Effectiveness 2 DestroyedVillage=Destroyed Village EachWeapon=Each weapon (including grenades) may be upgraded three times. To earn experience, simply shoot enemies. EuropeanHeerInfantry=European Heer Infantry FallschirmjagerCommander=Fallschirmjager Commander FallschirmjagerInfantry=Fallschirmjager Infantry FallschirmjagerSniper=Fallschirmjager Sniper HeerOfficer=Heer Officer Husky=ハスキー HuskyDate=1943年7月10日 HuskyTitle=ハスキー作戦 ItalianBlackshirt=イタリア兵 黒シャツ隊員 Loading=ロード中 MarketGardenDate=September 17, 1944 MarketGardenTitle=Operation Market Garden MoreExperience=More experience will be earned for special kills, including head shots and triple-kills. Multi0=情報 ボタンを押し続けると手榴弾の投擲から爆発までをずらすことができる。 Multi1=情報 幾つかの拠点を制圧するには二人のプレイヤーが必要となる。\n但し、中立化は一人のみ有効となる。 Multi10=情報 高い場所へ上れる場所を探し、\n敵に対しては上方から交戦しろ。 Multi11=情報 カバーや曲がり角に隠れた状態から向こう側を見る時は、\nアイアンサイト中の覗き見と傾きを用いろ。 Multi12=情報 自動式ライフルはバースト射撃でより高い正確性を得られる。 Multi13=情報 姿勢ボタンを押して立ちと屈みを切り替えろ。\nジャンプボタンを押して障害を跳び越えろ。 Multi14=情報 ジャンプ中に格闘ボタンを押して敵を蹴り飛ばせ。 Multi15=情報 各ミッションに於いて、より高い命中率と\n殺傷数を達成して上位の星評価を勝ち取れ。 Multi2=情報 フレンドリファイアがオンの場合はチームメイトを撃ってはならない。 Multi3=情報 注目! Multi4=情報 幾つかの拠点を制圧するには二人のプレイヤーが必要となる。\n但し、中立化は一人のみ有効となる。 Multi5=情報 各プレイヤーは二つの武器とピストルを持つことが出来る。\n倒した敵の武器を拾え。\nいつ何時、余分な火力が必要となるかは決して分からない。 Multi6=情報 注目! Multi7=情報 試合中にスコアボードを確認し、\n調子のほどを確認しろ。 Multi8=情報 ボタンを押し続けると手榴弾の投擲から爆発までをずらすことができる。 Multi9=情報 発射モード切替ボタンで特定のアップグレードを装備する。\n再度押せばアップグレードを取り外す。 NaziStormElite=Nazi Storm Elite Neptune=Neptune NeptuneDate=June 5, 1944 NeptuneTitle=Operation Neptune Panzergrenadier=Panzergrenadier PressAndHold=Press and HOLD PW_G43=Primary Weapon Gewehr 43 PW_G43Sniper=Primary Weapon Gewehr 43 Sniper PW_K98K=Primary Weapon Karabiner 98k PW_MG42=Primary Weapon Maschinengewehr 42 PW_MP40=Primary Weapon Maschinenpistole 40 PW_Panzerschreck=Primary Weapon Panzerschreck PW_STG44=Primary Weapon Sturmgewehr 44 Remagen=Remagen Single0=情報 手榴弾を装備している時、発射ボタンを押し続けると\n投擲から爆発までの時間をずらせる。 Single1=情報 高い場所へ上れる場所を探し、\n敵に対しては上方から交戦しろ。 Single10=情報 姿勢ボタンを押して立ちと屈みを切り替えろ。\nジャンプボタンを押して障害を跳び越えろ。 Single11=情報 手榴弾ボタンを押して、手榴弾と棒形手榴弾および\n更に強力なギャモン手榴弾を切り替えろ。 Single12=情報 屈みながら素早くカバーからカバーへ移動する為に全力疾走ボタンを押し続けろ。 Single13=情報 体力の一ブロックが完全に無くなりそうになったら、\n隠れて回復を待て。 Single14=情報 体力が残り少なくなったら、近くにメディキットが無いか探せ。 Single15=情報 ジャンプ中に格闘ボタンを押して敵を蹴り飛ばせ。 Single16=情報 戦車はロケットかギャモン手榴弾の\nいずれかでのみ破壊できる。 Single17=情報 ドアや窓から手榴弾を投げ込み、\n部屋から敵を一掃しろ。 Single18=情報 アイアンサイトで命中率を高めたまま、\nゆっくりと歩くことができる。 Single19=情報 各ミッションに於いて、より高い命中率と\n殺傷数を達成して上位の星評価を勝ち取れ。 Single2=情報 目的に赤枠が付いている場合、\n携帯爆薬を置いて破壊することが出来る。 Single20=情報 ブロンズ,シルバーそしてゴールドの星評価はそのミッションを完了した難易度を示している。最高難易度でプレイしてゴールドの星を勝ち取れ。 Single3=情報 各ミッションには五カ所のスキルドロップ地点がある。\n能力を示すためにそれらを発見しろ。 Single4=情報 緑色の発煙は安全な着地地点を示している。 Single5=情報 発射モード切替ボタンで特定のアップグレードを装備する。\n再度押せばアップグレードを取り外す。 Single6=情報 各ミッションで、隠された武器を探し当てろ。 Single7=情報 連続して三人の敵を倒せば\n武器の経験にボーナスが入る。 五人連続ならば更に多くなる。 Single8=情報 カバーや曲がり角に隠れた状態から向こう側を見る時は、\nアイアンサイト中の覗き見と傾きを用いろ。 Single9=情報 自動式ライフルはバースト射撃でより高い正確性を得られる。 StrengthofThrow=情報 発射ボタンを軽く押して短距離にするか、いっぱいに押し込んで\n遠距離にするか、投げる強さを調節できる。 SW_Grenade=Secondary Weapon Stielhandgranate SW_None=Secondary Weapon None TheHunt=The Hunt toggleStand=to toggle between crouch and stand. toJump=to jump. toPeekUpAndDown=to peek up and down when crouched, and lean left and right around cover when crouched or standing. toSprint=to sprint toSwitchToGrenades=to switch to grenades. Press again to cycle to the next grenade if available, or return to your previous weapon. TropicalHeerInfantry=Tropical Heer Infantry use=use Varsity1Date=March 25, 1945 Varsity1Title=Operation Varsity Varsity2Date=March 27, 1945 VicecapoBlackshirt=Vicecapo Blackshirt WaffenInfantry=Waffen Infantry WaffenOfficer=Waffen Officer WaffenSeniorTrooper=Waffen Senior Trooper WaffenStormLeader=Waffen Storm Leader WhileArmed=While armed with a grenade, press and HOLD WhileHolding=While holding 和訳 Avalanche=アバランチ作戦 AvalancheDate=1943年9月13日 AvalancheTitle=アバランチ作戦 BattleExp_Proven=Battle Experience Proven BattleExp_Skilled=Battle Experience Skilled BattleExp_Trained=Battle Experience Trained BattleExperience_Elite=Battle Experience Elite BattleExperience_Special=Battle Experience Special BattleExperience_Veteran=Battle Experience Veteran CombatEffect_Eight=Combat Effectiveness 8 CombatEffect_Five=Combat Effectiveness 5 CombatEffect_Four=Combat Effectiveness 4 CombatEffect_Nine=Combat Effectiveness 9 CombatEffect_One=Combat Effectiveness 1 CombatEffect_Seven=Combat Effectiveness 7 CombatEffect_Six=Combat Effectiveness 6 CombatEffect_Ten=Combat Effectiveness 10 CombatEffect_Three=Combat Effectiveness 3 CombatEffect_Two=Combat Effectiveness 2 DestroyedVillage=Destroyed Village EachWeapon=Each weapon (including grenades) may be upgraded three times. To earn experience, simply shoot enemies. EuropeanHeerInfantry=ドイツ陸軍歩兵 (ヨーロッパ戦線) FallschirmjagerCommander=ドイツ空軍降下猟兵将校 FallschirmjagerInfantry=ドイツ空軍降下猟兵一般兵 FallschirmjagerSniper=ドイツ空軍降下猟兵狙撃兵 HeerOfficer=ドイツ陸軍将校 Husky=ハスキー作戦 HuskyDate=1943年7月10日 HuskyTitle=ハスキー作戦 ItalianBlackshirt=イタリア軍 黒シャツ隊員 Loading=ロード中 MarketGardenDate=1944年9月17日 MarketGardenTitle=マーケット・ガーデン作戦 MoreExperience=More experience will be earned for special kills, including head shots and triple-kills. Multi0=情報 ボタンを押し続けると手榴弾の投擲から爆発までをずらすことができる。 Multi1=情報 幾つかの拠点を制圧するには二人のプレイヤーが必要となる。\n但し、中立化は一人のみ有効となる。 Multi10=情報 高い場所へ上れる場所を探し、\n敵に対しては上方から交戦しろ。 Multi11=情報 カバーや曲がり角に隠れた状態から向こう側を見る時は、\nアイアンサイト中の覗き見と傾きを用いろ。 Multi12=情報 自動式ライフルはバースト射撃でより高い正確性を得られる。 Multi13=情報 姿勢ボタンを押して立ちと屈みを切り替えろ。\nジャンプボタンを押して障害を跳び越えろ。 Multi14=情報 ジャンプ中に格闘ボタンを押して敵を蹴り飛ばせ。 Multi15=情報 各ミッションに於いて、より高い命中率と\n殺傷数を達成して上位の星評価を勝ち取れ。 Multi2=情報 フレンドリファイアがオンの場合はチームメイトを撃ってはならない。 Multi3=情報 注目! Multi4=情報 幾つかの拠点を制圧するには二人のプレイヤーが必要となる。\n但し、中立化は一人のみ有効となる。 Multi5=情報 各プレイヤーは二つの武器とピストルを持つことが出来る。\n倒した敵の武器を拾え。\nいつ何時、余分な火力が必要となるかは決して分からない。 Multi6=情報 注目! Multi7=情報 試合中にスコアボードを確認し、\n調子のほどを確認しろ。 Multi8=情報 ボタンを押し続けると手榴弾の投擲から爆発までをずらすことができる。 Multi9=情報 発射モード切替ボタンで特定のアップグレードを装備する。\n再度押せばアップグレードを取り外す。 NaziStormElite=ナチ・ストーム・エリート Neptune=ネプチューン作戦 NeptuneDate=1944年6月5日 NeptuneTitle=ネプチューン作戦 Panzergrenadier=ドイツSS装甲擲弾兵 対戦車猟兵 PressAndHold=Press and HOLD PW_G43=第1武器 G43 PW_G43Sniper=第1武器 狙撃スコープ付きG43 PW_K98K=第1武器 Kar98k PW_MG42=第1武器 MG42 PW_MP40=第1武器 MP40 PW_Panzerschreck=第1武器 RPzb 54 パンツァーシュレック PW_STG44=第1武器 StG44 Remagen=レマーゲン Single0=情報 手榴弾を装備している時、発射ボタンを押し続けると\n投擲から爆発までの時間をずらせる。 Single1=情報 高い場所へ上れる場所を探し、\n敵に対しては上方から交戦しろ。 Single10=情報 姿勢ボタンを押して立ちと屈みを切り替えろ。\nジャンプボタンを押して障害を跳び越えろ。 Single11=情報 手榴弾ボタンを押して、手榴弾と棒形手榴弾および\n更に強力なギャモン手榴弾を切り替えろ。 Single12=情報 屈みながら素早くカバーからカバーへ移動する為に全力疾走ボタンを押し続けろ。 Single13=情報 体力の一ブロックが完全に無くなりそうになったら、\n隠れて回復を待て。 Single14=情報 体力が残り少なくなったら、近くにメディキットが無いか探せ。 Single15=情報 ジャンプ中に格闘ボタンを押して敵を蹴り飛ばせ。 Single16=情報 戦車はロケットかギャモン手榴弾の\nいずれかでのみ破壊できる。 Single17=情報 ドアや窓から手榴弾を投げ込み、\n部屋から敵を一掃しろ。 Single18=情報 アイアンサイトで命中率を高めたまま、\nゆっくりと歩くことができる。 Single19=情報 各ミッションに於いて、より高い命中率と\n殺傷数を達成して上位の星評価を勝ち取れ。 Single2=情報 目的に赤枠が付いている場合、\n携帯爆薬を置いて破壊することが出来る。 Single20=情報 ブロンズ,シルバーそしてゴールドの星評価はそのミッションを完了した難易度を示している。最高難易度でプレイしてゴールドの星を勝ち取れ。 Single3=情報 各ミッションには五カ所のスキルドロップ地点がある。\n能力を示すためにそれらを発見しろ。 Single4=情報 緑色の発煙は安全な着地地点を示している。 Single5=情報 発射モード切替ボタンで特定のアップグレードを装備する。\n再度押せばアップグレードを取り外す。 Single6=情報 各ミッションで、隠された武器を探し当てろ。 Single7=情報 連続して三人の敵を倒せば\n武器の経験にボーナスが入る。 五人連続ならば更に多くなる。 Single8=情報 カバーや曲がり角に隠れた状態から向こう側を見る時は、\nアイアンサイト中の覗き見と傾きを用いろ。 Single9=情報 自動式ライフルはバースト射撃でより高い正確性を得られる。 StrengthofThrow=情報 発射ボタンを軽く押して短距離にするか、いっぱいに押し込んで\n遠距離にするか、投げる強さを調節できる。 SW_Grenade=第2武器 M24型柄付手榴弾 SW_None=第2武器 無し TheHunt=狐狩り toggleStand=to toggle between crouch and stand. toJump=to jump. toPeekUpAndDown=to peek up and down when crouched, and lean left and right around cover when crouched or standing. toSprint=to sprint toSwitchToGrenades=to switch to grenades. Press again to cycle to the next grenade if available, or return to your previous weapon. TropicalHeerInfantry=ドイツ陸軍歩兵 (イタリア戦線) use=use Varsity1Date=1945年3月25日 Varsity1Title=バーシティー作戦 Varsity2Date=1945年3月27日 VicecapoBlackshirt=Vicecapo Blackshirt WaffenInfantry=武装親衛隊歩兵 WaffenOfficer=武装親衛隊将校 WaffenSeniorTrooper=武装親衛隊古参兵 WaffenStormLeader=武装親衛隊突撃隊長 WhileArmed=While armed with a grenade, press and HOLD WhileHolding=While holding [MenuButtons] [MenuButtons] Audio=オーディオ Audio_Video=ビデオ/オーディオ Audio_VideoMenu=ビデオ/オーディオ メニュー Cheats=チート Continue=続行 Controller=コントローラー CreateMatch=対戦を作成 Credits=クレジット CustomMatch=カスタム対戦 Easy=Casual Gameplay=ゲームプレイ Hard=Expert Leaderboards=Leaderboards Load=ロード LoadCheckpoint=最終チェックポイントをロード Logout=ログアウト Medium=Medium New=新規 Options=オプション PCStart=クリックすると開始 PlayerMatch=非ランクマッチ PlayerMatchCustom=非ランクマッチ オプション PrivateMatch=プライベートマッチ Quickmatch=クイックマッチ RankedMatch=ランクマッチ RestartMission=ミッションをやり直す SaveLastCheckpoint=最終チェックポイントをセーブ SaveQuit=セーブと終了 SelectADevice=デバイスを選択 Video=ビデオ XboxMarketPlace=Xboxマーケットプライス XenonStart=PRESS START [MenuContent] Friends=Friends Games=Games July1943=1943年7月 Kills=Kills OpHusky=ハスキー作戦 Password=Password Players=Players Rank=Rank ShotsFired=Shots Fired ShotsHit=Shots Hit SignedInAs=Signed in as [MP_MatchAwards] Antitank=Anti-Tank AutoRifle=Auto-Rifle AWOL=AWOL CombatAwards=Combat Awards CombatAwards=Combat Awards Deadliest=Deadliest DeathStreak=Death Streak HeadShots=Head Shots KillStreak=Kill Streak MatchAwards=Match Awards MatchAwards=Match Awards MatchRivalry=Match Rivalry MostAccurate=Most Accurate MostDeaths=Most Deaths MostDeaths=Most Deaths MostUseless=Most Useless Objective=Objective PlayerRivalry=Player Rivalry Rifle=Rifle Rivalries=Rivalries SMG=SMG Sniper=Sniper Suicidal=Suicidal WeaponAwards=Weapon Awards [MP_Scoreboard] EndMatchIn=End of match in MatchStartsIn=Match starts in [MP_Scoreboards] AlliesWin=Allies Win AxisWin=Axis Wins Name=Name NextRound=Next round starts in Press=Press Rank=Rank Scoreboard=Scoreboard ToShowMatchAwards=to show Match Awards [MP_UI_InGameMenu] AlliesFull=Allied team is full. AntiTank=Anti-Tank AxisFull=Axis team is full. Carbine=Carbine ChangeTeam=Change Team ClickToJoinAllies=Click to join Allies ClickToJoinAxis=Click to join Axis ClipSize=Clip Size Long=Long MatchStarted=Match has started Medium=Medium No=いいえ PlayerSpeed=Player Speed Press=Press Quit=終了 QuitMatch=Quit Match QuitMatchQues=Are you sure you want to quit this match? Range=Range Respawn_AntiTank=You will be equipped with the Anti-tank on respawn Respawn_AutoRifle=You will be equipped with the Auto-Rifle on respawn Respawn_Rifle=You will be equipped with the Rifle on respawn Respawn_SMG=You will be equipped with the SMG on respawn Respawn_Sniper=You will be equipped with the Sniper on respawn SelectTeam=Select Team Short=Short toJoinAllies=to join Allies toJoinAxis=to join Axis WeaponSelect=Weapon Select Yes=はい [Options] AimSensitivity=マウス感度 Brightness=明るさ ControllerScheme=操作 InvertYAxis=マウスの上下を反転 MusicVolume=音楽の音量 RestoreDefaults=標準設定の復元 SFXVolume=効果音の音量 Subtitles=字幕 ToggleCompass=コンパス Vibration=震動 [PCLogin] Birthdate=Birthdate CountryCode=Country Code CreateAccount=Create Account CreateNewAccount=Create New Account EmailAddress=Email Address ParentalEmailAddress=Parental Email Address SignIn=Sign In Username=Username VerifyPassword=Verify Password ZipCode=Zip Code [Prompts] AcceptCheatsMessage=Warning! Cheating will disable your ability to save your progress and earn achievements until a new game is started, do you wish to continue? AcceptToSNeeded=EA Terms Conditions must be accepted in order to play on Xbox LIVE. ActiveProfileChanged=The active gamer profile has changed. AirborneCampaign=MOH Airborne Campaign AreYouSureKickPlayer=Are you sure you want to kick this player? AutosaveWarning=Medal of Honor Airborne™ は、ゲームの進行と設定を確認なしで上書きセーブするオートセーブ機能を使用しています。 CDKey_Banned=This CD Key has been banned CDKey_CDKeyCDKey=CD Key CDKey_Enter=Enter CD Key CDKey_InUse=This CD Key is in use by another account CDKey_Reenter=Re-enter CD Key CDKey_UInvalid=Invalid CD Key ConnectingEAServers=Connecting to EA Servers... EAServerConnectionLost=You have lost connection to the EA Servers. FreeSpace=There is not enough free space on the selected storage device. GuestSave=You are unable to save while logged in as a Guest. HostLeft=The match has ended because the host has left the game. LIVEAge=This Xbox LIVE Account does not have the sufficient age listed to allow it to connect with EA Servers. LIVEConnectionLost=Your connection to Xbox LIVE has been lost. LIVEMultiplayerLoginErro=Please sign in on an Xbox LIVE Account before logging into Multiplayer LIVEPriviledges=Please sign on to a profile with sufficient Xbox LIVE priviledges. LoadingWarning=Loading. Please don t turn off your XBOX 360 Console LoadLastCheckpointWarning=警告 最終チェックポイント以降の進行状況は全て失われます。本当にロードしますか? NeedPhysXToExecute=Medal of Honor Airborne requires PhysX to be installed in order to run properly. See the ReadMe file for instructions on how to install Physx. NeedStorageDevice=No storage device selected. You will need to select a storage device to save or load games.\n NeedStorageDeviceOptions=Unable to save your changes. Your profile is no longer available. NewCampaignOverwrite=新規にキャンペーンを開始すると、以前セーブしたゲームに上書きされます。これには以前取得した武器の経験、戦績、勲章およびアンロックが含まれています。これらを失わずに新しいゲームを開始するには、キャンペーンの選択機能を使用してください。本当に最初から始めてもよろしいですか? NoSaveAvailable=No saved game is available. Password_Enter=Enter game password Password_EnterNew=Enter new game password Password_Incorrect=Incorrect password Password_Invalid=Invalid password Password_MatchPW=Game Passwords don t match Password_Verify=Verify game password PCAccount_ErrAddress=Bad address PCAccount_ErrCity=Bad username PCAccount_ErrCity2=Bad city PCAccount_ErrEmail=Bad email address PCAccount_ErrMatchPW=Passwords don t match PCAccount_ErrOld=You are too old to still be alive PCAccount_ErrParental=You are too young to play this game online without a parent s approval PCAccount_ErrPassword=Bad password PCAccount_ErrPostal=Bad Postal Code PCAccount_ErrPWSent=Password Sent PCAccount_ErrRecoverPW=Recover Password? PCAccount_ErrState=Bad State PCAccount_ErrYoung=You are too young to play this game online PCAccount_ErrZIP=Bad ZIP Code ProfileInUse=Your profile is already in use. ProfileNotAvailable=Your profile is not available. PunkbusterRestart=Punkbuster will not be disabled until you restart the game. QuitConfirm=本当にゲームを終了しますか? RestartMissionWarning=警告 最終チェックポイント以降の進行状況は全て失われ、セーブは上書きされます。本当に再スタートしますか? Rewards_MedalPrompt=You have been awarded the Rewards_StarRating=Star Rating Rewards_StarRatingDesc=This Star Rating is based on your accuracy and number of kills for the mission. Rewards_ViewInExtras=View your unlocked video in the Extras menu. Rewards_WeaponEquipPriSec=Equip this weapon in your Primary or Secondary slot. Rewards_WeaponEquipSidearm=Equip this weapon in your Sidearm slot. Rewards_WeaponPrompt=You have unlocked the SaveQuit1=警告 最終チェックポイントセーブ以降の状況は全て失われます。本当に終了しますか? SaveQuit2=警告 最終チェックポイントのセーブを上書きしますか? SelectCampaignOverwrite=キャンペーン選択は以前セーブしたゲームを上書きします。本当に続行しますか? SelectDevice=Select a new storage device. SelectStorageDevice=Select Storage Device SigningIn=Signing in... Trusted_Desc=Games played on trusted servers will count towards your rank Trusted_ServerList=Server List Trusted_Servers=Trusted Servers Trusted_Trusted=Trusted UnavailableStorage=The previously selected storage device is unavailable. You will need to select a storage device to be able to save.
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※内容に相違・漏れがある場合や、プレイヤー名を変更したい場合は@gitadoraweeklyへ御申告願います。 開催期間 7/8 22 00 ~ 7/15 22 00 課題曲 FIREBALL Sweet little 30 s 難易度 全難易度対象 BPM 240 Rank PlayerEntryName Part Level Rate Skill Score Combo Option 1位 めんめんの下僕1号 EXT 7.60 99.88% 151.81 1002225 874 2位 みやうら EXT 7.60 99.14% 150.69 994965 874 3位 べぢ EXT 7.60 99.07% 150.58 994455 874 4位 週末ギャル EXT 7.60 99.02% 150.51 993375 874 5位 むげちょび EXT 7.60 98.87% 150.28 991675 874 6位 千桃プレイ中のモブ EXT 7.60 98.48% 149.68 988193 874 7位 安部弘美 EXT 7.60 96.09% 146.05 967090 874 8位 ナターリアはいいゾ EXT 7.60 86.60% 131.63 742520 384 9位 星空凛 EXT 7.60 79.38% 120.65 667029 258 10位 あんみつ定期ババァ ADV 6.40 80.89% 103.53 653610 240 11位 漁師力学 ADV 6.40 80.16% 102.60 625738 224 12位 なーさんディエゴ教徒 BAS 4.55 75.11% 68.35 572542 133 Drum Ranking Gatewayへ Topページへ
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必要条件 Base Level 80 Zeny 3,000 Zeny 前提クエスト Rachel Sanctuary Quest, Curse of Gaebolg (Founding of the Nation Myth Quest), Veins Siblings Quest 報酬 Base Exp 150,000 アイテム Assorted Seafood 4個 クエスト報酬 nameless_n , Cursed Monastery ( abbey01 , abbey02 , abbey03 ) への入場 日本版タイトル : 修道院 1. Talk to the Agent on the lower level of the International Airship×. He tells you to go visit Father Bamph in the Prontera× Church. 2. Meet with Father Bamph in Prontera. He tells you to meet with a contact in the Comodo× Casino by the name of Larjes concerning a missing Midgard official. 3. On the first floor (lower level) of the Comodo Casino (comodo 140, 115) you ll see an "Ordinary Man" (cmd_in02 174, 89). After talking to him he will pull you aside to talk. Talk to him once more, and he ll ask you to return to Father Bamph. 4. Return to Father Bamph. Keep talking to him until he makes up his mind about what to do. He ask for your help, and send you to Rachel× to investigate. 5. In the Rachel Inn (rachel 115, 147), talk to the Waiter (ra_in01 308, 59) and tell him you wish to order. You will overhear a conversation concerning a famous "fish" caught near Veins×. After the conversation you will spend 3000 Zeny× (if you have it) and obtain 4 Assorted Seafood . 6. Proceed to Veins and in a building on the left end of the city (veins 86, 170), talk to the Magistrate by the name of Al Hamad. Ask him if he s in trouble. When he gives you the brushoff, talk to the guard by the door, and then come back and question Al Hamad further. He will tell you that you need a written order from a high ranking official in order to divulge information. 7. Go to High Priest Zhed in the Rachel Sanctuary. Note that you must have completed the Veins Siblings Quest in order to advance further. 8. Outside of the sanctuary, you ll need to talk to the High Priest Niren (ra_temple 165, 57), and inquire about the smugglers. She will send you back to the Magistrate. 9. Return to the Magistrate. He will provide you with some more information regarding the smugglers. 10. Go to the Veins tavern (veins 149, 217) and speak to the first Drunkard. He babbles about his fishing boat. 11. Talk to his son, Karyn (veins 327, 185), who you helped during the Veins Siblings Quest. He ll let you use his father s boat to access the monastery. 12. South of Veins you ll find a boat. (ve_fild07 128, 131) When you investigate it, you ll be greeted by Larjes. Talk to Larjes or use the boat to go to the Nameless Island. 13. You ll need to investigate the island. There are triggers just west of the docks and inside a house near the top center, but these are not required. To continue, click on the Dead Crow (nameless_i 125,205) and investigate it. 14. Once you wake up, you ll find yourself inside a house with Larjes. When you attempt to leave the house, you ll be attacked by a Zombie Slaughter. The monster must be killed before the house can be exited. There is no death penalty if you die at this encounter. After you leave the house, you will be able to freely enter and leave Nameless Island night map. Note Once you leave the house, you will be on the Nameless Island (Night) map, where there are numerous aggressive monsters. You will lose experience if you die here. If you die inside the house while trying to kill the Zombie Slaughter, you will respawn. If this happens, just go back to Nameless Island and enter the first house on the north path. Be cautious because when you enter the Zombie Slaughter will attack you without warning this time. 15. Following up with your investigation, you will have to make your way to floor 2 of the Monastery and investigate the Books on a desk in Hibram s quarters (abbey02 223,68). 16. Continue to floor 3 of the Monastery. In the top right most corner of the map in a prison cell you will find a Man collapsed on the ground. When you investigate the body, you will be attacked by the King s Corpse . This battle is fairly easy, if you can kill the regular monsters in the monestary you should be able to kill him. 17. Once killed, you can retreive the Token of King from the body. 18. Return to Larjes at the docks on Nameless Island, and give him the Token of King. You will be rewarded with 100,000 Base Experience. 19. Visit Father Bamph in Prontera again, and report your findings to him. 20. Return to High Priest Niren. You will be rewarded with 50,000 Base Experience. Categories Articles Needing Interwiki Links | Quest Window Quests | Base Experience Reward | Nameless Island Quests
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※内容に相違・漏れがある場合や、プレイヤー名を変更したい場合は@gitadoraweeklyへ御申告願います。 開催期間 9/24 22 00 ~ 10/1 22 00 課題曲 青い月 ピロカルピン 対象パート Guitar BPM 180 難易度 全難易度対象 Rank PlayerEntryName Score Part Level Rate Combo Option 1位 みやうら 1530800 MAS 6.15 MAX 358 S-RANDOM 2位 スラブさかんな痴呆 1520450 MAS 6.15 MAX 358 S-RANDOM 3位 giyan 1519000 MAS 6.15 MAX 358 S-RANDOM 4位 playing 1518900 MAS 6.15 MAX 358 5位 雲風亭SK.0大将 1518800 MAS 6.15 MAX 358 RANDOM こりつさん 1518800 MAS 6.15 MAX 358 RANDOM 6位 おやつ 1516250 EXT 5.20 MAX 358 7位 キャンノ 1515750 MAS 6.15 MAX 358 8位 安部弘美 1365750 BAS 2.00 MAX 197 9位 なーさんLOWGUN 1076580 MAS 6.15 91.32% 242 Guitar Ranking Gatewayへ Topページへ
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※内容に相違・漏れがある場合や、プレイヤー名を変更したい場合は@gitadoraweeklyへ御申告願います。 開催期間 3/26 22 00 ~ 4/3 22 00 課題曲 Keep Ur Dreams Mac Nobuka 難易度 全難易度対象(ギターパートのみ) BPM 124 Rank PlayerEntryName Score Part Level Rate Combo Option PlayerID 1位 春日咲子 1752573 EXT 5.90 MAX 448 2位 みやうら 1750323 EXT 5.90 MAX 448 RANDOM 000011c02d 3位 こりつさん 1737604 EXT 5.90 MAX 448 RANDOM 00003aa153 4位 ドライアイ 1722846 EXT 5.90 MAX 448 5位 松野トド松 1716821 EXT 5.90 99.46% 448 000004b057 6位 playing 1699171 EXT 5.90 98.73% 448 00026c7c6f 7位 giyan 1675271 EXT 5.90 99.46% 448 RANDOM 8位 TS-SHADE 1666284 EXT 5.90 97.87% 448 00005b306a 9位 CENTRAL 1664586 EXT 5.90 99.59% 448 10位 アカシキ 1639168 EXT 5.90 97.17% 448 RANDOM 0000171c06 11位 安部弘美 1584036 BAS 3.05 MAX 213 12位 潤 1466903 EXT 5.90 96.69% 420 13位 あむ@有坂真白 1443429 EXT 5.90 95.15% 325 RANDOM 14位 まじかるちゃんす 1440233 EXT 5.90 94.61% 322 15位 フェイリス・ニャン2 1365545 EXT 5.90 92.68% 317 16位 なーさん@腱鞘炎なう 720538 EXT 5.90 72.09% 156 Guitar Ranking Gatewayへ Topページへ
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command 効果 対応Permission /sort all インベントリの中身を整頓します(/sort 0 35と同じ効果) iSort.basic.all /sort top インベントリのバックパック内のみソートします(/sort 9 35と同じ効果) iSort.basic.top /sort number1 number2 number1 から number2 までのインベントリを整頓します iSort.basic.range /sortchest チェストの中身を整頓します。コマンド入力ではなく、棒でチェストを叩く事でも整頓可能 iSort.basic.chest.command(コマンドで整頓)iSort.basic.chest.wand(棒で叩いて整頓) /sort stack 本来はスタックできないアイテムも/sortコマンドでスタックする機能の切り替え。デフォルトではON iSort.adv.stack 管理用command 効果 対応Permission /sort reload 設定ファイルを再読み込みします iSort.adv.reload インベントリ番号 28 29 30 31 32 33 33 34 35 19 20 21 22 23 24 25 26 27 10 11 12 13 14 15 16 17 18 1 2 3 4 5 6 7 8 9