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Vehicle Hotchkiss Light Tank Veterancy Hotchkiss Light Tank Contents 1Tactics 2History 3Requires 3.1 Support Kommand Upgrade 4Built From 4.1 Panzer-Support Kommand 5Vehicle Abilities 5.1 Vehicle Cover 6Vehicle Upgrades 6.1 Hotchkiss Walking Stuka 6.2 Hotchkiss 50mm Gun 7Vehicle Weapons 7.1 37mm Hotchkiss 7.2 50mm Hotchkiss Hotchkiss Light Tank Health 300 Max Speed 6.5 Sight 35 Cost 28045 Acceleration 4 Detection 0/0 Time 45 Deceleration 5 Hotkey K Population 6 Rotation 50 Target Type armour_cw_stuart Upkeep 5.5008 Crush Human False Critical Type armour Crush Mode Light Rear Damage Enabled true Tactics History Requires Support Kommand Upgrade [Expand][Hide] Cost 20060 Time 50 Hotkey U Effects Enables the construction of heavy support vehicles. ESeeUpgrade Support Kommand Upgradefor details. Built From Panzer-Support Kommand [Expand][Hide] Health 1000 Target Type building Cost 22030 Critical Type building Time 115 Hotkey S Effects Initially produces the 250/10 Light Anti Tank Halftrack and Bergetiger Repair and Recovery vehicle. Can be upgraded to produce the Panzer IV Infantry Support Tank. A Veteran Sergeant makes squads tougher, harder to suppress, and gain experience more rapidly. ESeeStructure Panzer-Support Kommandfor details. Vehicle Abilities Vehicle Cover [Expand][Hide] Cost Activation always_on Duration _ Target tp_any Recharge 0 Hotkey Effects $0 no key ESeeAbility Vehicle Coverfor details. Vehicle Upgrades Hotchkiss Walking Stuka [Expand][Hide] Cost 100 Time 30 Hotkey S Effects Hotchkiss Stuka Information. ESeeUpgrade Hotchkiss Walking Stukafor details. Hotchkiss 50mm Gun [Expand][Hide] Cost 75 Time 30 Hotkey U Effects Hotchkiss Upgun Info. ESeeUpgrade Hotchkiss 50mm Gunfor details. Vehicle Weapons 37mm Hotchkiss [Expand][Hide] Weapon 37mm Hotchkiss SeeWeapon 37mm Hotchkissfor details. 50mm Hotchkiss [Expand][Hide] Weapon 50mm Hotchkiss SeeWeapon 50mm Hotchkissfor details. Retrieved from http //coh-stats.com/Vehicle Hotchkiss_Light_Tank
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The CatalystはDivination Cardの一種 交換可能アイテム 入手方法 関連リンク The Catalyst 必要枚数 3枚 Vaal Orb Simple actions can lead the world to an early grave. 交換可能アイテム 変換先 Vaal Orb 入手方法 このカードがドロップするエリア The Causeway • The Vaal City • The Temple of Decay Level 1 • The Temple of Decay Level 2 • Ancient City Map • Maze Map • Vaal Pyramid Map • Vaults of Atziri • Vaal Temple Map 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 Gambler 5 Stacked Deck 1 関連リンク 英wiki https //pathofexile.gamepedia.com/The_Catalyst Divination Card
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Format Title Artist Label Model Number Release Press 12 COAST OF EUTOPIA EL NINO OILWORKS OIL-1213 2012/09/22 - 218470466_624.v1423749806.jpg Side Track Title Produce A 1 COAST OF EUTOPIA OLIVE OIL 2 COAST OF EUTOPIA(Inst) OLIVE OIL 3 COAST OF EUTOPIA(Acap) OLIVE OIL B 4 SOUTH YA QUIN OLIVE OIL 5 SOUTH YA QUIN(Inst) OLIVE OIL 6 SOUTH YA QUIN(Acap) OLIVE OIL PERTAIN CD PEOPLE CALLED EL NEETPIA
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登録日:2020/10/20 Tue 22 44 42 更新日:2024/06/17 Mon 15 16 24NEW! 所要時間:約 4 分で読めます ▽タグ一覧 GACKT Gackt Journey through the Decade Ryo avex mode パラドキサアンデッド 中川幸太郎 主題歌 仮面ライダー 仮面ライダーディケイド 平成ライダー 曲 歌 藤林聖子 見上げる星 音楽 Journey through the Decade(ジャーニー スルー ザ ディケイド)とは、Gacktの30枚目のシングルの楽曲。 概要 特撮テレビドラマ『仮面ライダーディケイド』の主題歌。GACKTと『仮面ライダーディケイド』のコラボレーション第1弾となる。 GACKTと仮面ライダーシリーズの主題歌のコラボと言うことで話題を呼んだが、GACKTがエイベックスから曲を提供することも初めてのことだった。 作詞は平成ライダーシリーズでお馴染みの藤林聖子が担当したが、GACKTにとって自身で作詞作曲をしない楽曲も今作が初の経験となる。 シリーズの集大成とも呼べるハイクオリティな歌はシリーズのファンからも好評を呼び、ディケイドと言う作品を代表する楽曲となった。 GACKTは今作以降もディケイド関連の映像作品の主題歌を担当することとなり、『The Next Decade』『Stay the Ride Alive』などを提供した。 余談だが、今作がavex modeで手掛ける最後の平成ライダー関連の楽曲となり、以降はavex entertainmentからリリースされている。 オリコンチャートでは週間2位を記録、2009年4月度の月間ランキングでは4位だった。 歌の内容 GACKTの盛大で迫力のある声色と旅人を思わせる歌詞によって壮大な歌が展開される。 冒頭の歌詞が全ての始まりである平成ライダー1作目『仮面ライダークウガ』に対するアンサーソングとも呼ぶべき繋がりがある事でも有名。 『仮面ライダークウガ!』の冒頭の歌詞である「からっぽの星、時代をゼロから始めよう」となっているのに対し、こちらの冒頭の歌詞は「見上げる星、それぞれの歴史が輝いて」である。 空っぽの星だった夜空は、夢が地球(ほし)の元で踊り、広がる宇宙の中で小さな地球(ほし)の話をして、ついに見上げる星となったのである。 「新しい風通り抜ける 道がひらくのだろう」という歌詞は、次回作以降の展開を示唆しているのではないかという推測も有名。 実際に『ディケイド 完結編』の主題歌である『Stay the Ride Alive』の冒頭の歌詞は、この一節との繋がりを感じさせる作りとなっている。 PV 物語が描かれており、ある意味一種の『ディケイド』のスピンオフエピソードとも呼べる作りになっている。 『ディケイド』本編の時系列的にはいつの時期なのか、そもそも正史に該当する出来事なのか…などは不明だが。 なお、『Stay the Ride Alive』のPVは本PVの後日談とも呼べるような内容となっていて繋がっている。 ◆ストーリー 外からの光は入り込んでいるが、どこかの薄暗く汚い廃墟に迷い込んだ門矢士。 廃墟の中で人の存在を確認した士は、気配のある方向へと探索を開始する。 廃墟内を必死に走り回っていた士とは対照的に、謎の男は廃墟内で大きな足音を響かせながらも静かに歩いていた。 探索の末、眩しい光の刺す廃墟の割れた窓の前にて立ち止まった男の元に辿り着いた士。 すると、何故か男の足元に散らばるガラスの破片がまるで時間が逆行したかのように元の形に戻ろうとする。 ところが、戻りかけていた窓をまた破壊するかのように突き破って唐突にパラドキサアンデッドが廃墟に出現した。 窓の前にいたはずの謎の男は何故かパラドキサアンデッドに当たることもなくすり抜けるが、士は特にその辺には疑問を抱かずに戦闘態勢に移行する。 士がディケイドライバーを用いて変身した仮面ライダーディケイドは、パラドキサアンデッドに臆することなくスマートに戦う。 最後はファイナルアタックライド・ディメンションキックを発動し、パラドキサアンデッドを撃破した。 変身を解除した士だったが、その戦闘の光景を見つめていた謎の男は意味深な様子だった。 警戒心を強める士はディケイドライバーを構えて再度変身できるように準備を整えるが、謎の男は左腕を発光させたと思えば謎のカッターのような光弾を発射した。 躱そうとするも光弾の速度に間に合わずに身体に直撃を受けた士だったが、特にダメージは受けなかった。 謎の男は士に背を向けると立ち去っていき、やがて身体が薄れて消えていったのだった。 その様子を眺めていた士だったが、ふと右手に何かがあることに気が付く。 煙を放っている右手にある物体は『カメンライド・GACKT』のカードであった。 士はディケイドライバーにそのカメンライドカードを挿入し、GACKTのロゴが浮き上がるが…その後変身できたのかは誰も知らない………。 カバー 石原慎一 数々のアニメ・特撮ソングのカバーで知られる石原慎一によるカバー。 仮面ライダーGIRLS 『平成ベスト 仮面ライダーGIRLS ver.』としてカバー。 RIDER CHIPS ライダーファンにはお馴染みのバンドによるカバー。 燐舞曲(ロンド) ブシロードのリズムゲーム、「D4DJ Groovy Mix」にて2020/11/28より配信されているカバーソングの一曲。 余談 後の平成ライダー記念作品と同時にシリーズ最終作となる『仮面ライダージオウ』の主題歌『Over“Quartzer”』では、「流星(ほし)追う軌跡と 果てなき旅路で」という『Journey through the Decade』からの繋がりを感じさせる一節はある。ただし、『Over“Quartzer”』の作詞は藤林ではない都合から偶然そうなった可能性も否定できないため、意識したとは断言はできない部分もある。 追記・修正お願いします。 △メニュー 項目変更 この項目が面白かったなら……\ポチッと/ -アニヲタWiki- ▷ コメント欄 [部分編集] ライドしてGACKTさんに変身できたら、それは単なる整形なのでは… -- 名無しさん (2020-10-21 01 56 11) ディケイドから10年くらい経ってからGACKTさんが士役の人にムービーメッセージを送ったのが好きです -- 名無しさん (2020-10-21 06 51 36) PVのスロー再生されるディメンションキックのフォームが美しすぎる -- 名無しさん (2020-10-21 11 50 44) 僕にキスせよ 何すんだディケイド(空耳) -- 名無しさん (2020-10-21 12 56 35) ちなみにGACKTは「武刃街」というPS2のゲームの主役を声からモーションから全部演じてて、プレイ中に解禁される特典ではビジュアルも本人の物に変更してライダーばりの戦闘ができるのでカメンライドしてもかなり強力なのではないかと思える -- 名無しさん (2020-10-21 23 54 48) 名前 コメント
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インストール http //www.scala-lang.org/download/ scala-2.10.2.msi をダウンロードし、インストール インストール後、コマンドプロンプトで以下を実行 scala -version 以下のような内容が出力されればOK Scala code runner version 2.10.2 -- Copyright 2002-2013, LAMP/EPFL
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index Combat in Baldur's GateMore Than just Hack and Slash Personal Initiative Round, Speed factors, and Casting times The Attack Roll Critical Hits and Misses Improving the Odds in Combat Dexterity Modifiers for Missile Weapons Missile weapons in combat – Rate of fire Casting SpellsSpell Disruption Saving ThrowsSave vs. Paralyzation, Poison, and Death Magic Save vs. Rod, Staff, or Wand Save vs. Petrification or Polymorph Save vs. Breath Weapon Save vs. Spell Modifying Saving Throws Morale Combat Effects and RecoveryHealing and Hit PointsNatural Healing Magical Healing Raising the Dead Paralysis Poison Combat in Baldur s Gate As discussed above, Baldur’s Gate follows the AD D rule system closely. The main difference lies in the real-time adaptations to the personal initiative rounds. The computer takes care of most of the underlying rules, to allow you to become more immersed in the story and the world of the game. More Than just Hack and Slash As important as fighting is to the AD D game, it isn’t the be-all and end-all of play. It’s just one way for characters to deal with situations. If characters could do nothing but fight, the game would quickly get boring – every encounter would be the same. Because there is more to the game than fighting, we’ll cover much more than simple hack-and-slash combat here. In addition to explaining the basic mechanics of hitting and missing, there are rules for turning undead, special ways to attack and defend, poison, heroic feats, and more. Remember that we follow a modified round based system – as described below. Everyone (characters, NPC’s, monsters) is on their own personal initiative rounds. Any time you want you can pause the game (click on the clock or hit the space bar) and assign commands – then restart the game by unpausing, in the same way. Personal Initiative Round, Speed factors, and Casting times In Baldur’s Gate, to allow for the realtime based combat and movement, each character and monster is on an independent personal initiative round, which is six seconds long. Within the personal initiative round, all of the rules of the AD D game are used, including speed factors for weapons and casting time for spells. For higher level characters who can attack more than once per round with a given weapon, the speed factor of the weapon determines when exactly in the six second round the attacks will occur. Speed factors are numbers between 1 and 10 (indicating 1/10 of a round and 10/10ths of a round respectively for a character that can attack once per round with a weapon). Casting times for priests and wizards are exactly analogous to speed factors of weapons – the casting times are between 1 and 10, and represent how quickly a mage or priest can release a spell (the lower the number, the faster the cast, just as for speed factors). Initiative is determined by a combination of ability, situation, and chance. In Baldur’s Gate initiative is used as a random variation on how quickly characters can initiate their attacks or spells. It adjusts the speed factor of a spell or weapon slightly. Armor Class (AC) is the protective rating of a type of armor. Armor provides protection by reducing the chance that a character is attacked successfully (and suffers damage). Armor does not absorb damage, it prevents it. A fighter in full plate mail may be a slow-moving target, but penetrating his armor to cause any damage is no small task. Armor Class is measured on a scale from 10, the worst (no armor), to less than zero. The lower the number, the better (armor classes less than -10 occur only with very powerful magical armors). Shields and helmets can also improve the AC of a character. Abilities and situations can also affect a character’s Armor Class. High Dexterity gives a bonus to Armor Class, for example. THACO is an acronym for ”To Hit Armor Class 0.” This is the number a character, NPC, or monster needs to attack an Armor Class 0 target successfully. THACO depends on a character’s class and level. The THACO number can be used to calculate the number needed to hit any Armor Class. At the heart of the combat system is the Attack Roll, the die roll that determines whether an attack succeeds or fails. The number a player needs in order to make a successful attack roll is also called the “to hit” number, which is determined by the computer by taking a character’s THACO and adjusting according to the Armor Class of the target. Attack rolls are used for attacks with swords, bows, rocks, and other weapons, as well as blows from fists, and other hand-to-hand attacks. In Baldur’s Gate the ”to hit” roll is done behind the scenes for you – if your character is successful, he hits – if not, he swings and misses. The Attack Roll When an attack is made, the Armor Class of the opponent being attacked is subtracted from the THAC0 of the attacker. The resulting number is the what the attacker must ‘roll’ in order to hit the opponent. This “roll of the die” is done with a d20, or twenty sided die, resulting in a number between 1 and 20. If the attacker rolls the number necessary or higher, then the attack is successful, and damage is done. If the attack is unsuccessful, then the attacker missed completely or was unable to penetrate the opponent’s armor. For example, a 3rd-level fighter fighter has a THAC0 of 18. He is attacking a hobgoblin with an AC of 5. The AC of the hobgoblin is subtracted from the THAC0, giving a “to hit” number of 13. If the fighter rolls a 13 or higher on the twenty-sided die, he hits successfully and does damage. Critical Hits and Misses If a character rolls a ‘natural’ 20 to hit (that is, the attack roll before modifiers are applied is a 20) then a critical hit occurs and damage for that attack will be doubled. A roll of ‘natural’ 1 is considered a critical miss and imposes a time penalty on the character to recover. Regardless of Armor Class, a ‘natural’ 20 always hits, a ‘natural’ 1 always misses. Improving the Odds in Combat In combat, many factors can modify the number a character needs for a successful hit. These variables are reflected in modifiers to the to-hit number or to the attack roll. Strength Modifiers A character’s Strength can modify the die roll, altering both the chance to hit and the damage caused. This modifier is always applied to melees and attacks with hurled missile weapons (a dagger or an axe). Magical items The magical properties of a weapon can also modify combat. Items that impart a bonus to the attack roll or Armor Class are identified by a plus sign. For example, a sword +1 improves a character’s chance to hit by one and inflicts +1 damage if the attack is successful. A suit of chain mail +1 improves the Armor Class of the character by one beyond normal, “non-magical” chain mail (which means you subtract one from the character’s AC, changing an AC of 5 to an AC of 4, for example). Cursed items have a negative modifier (a penalty), resulting in a subtraction from the attack roll or an addition to Armor Class. There is no limit to the number of modifiers that can be applied to a single die roll. Nor is there a limit to the positive or negative number (the total of all modifiers) that can be applied to a die roll. Dexterity Modifiers for Missile Weapons Dexterity affects the character’s ability to attack with a missile weapon. Like Strength modifiers, higher Dexterity will increase the chances to hit, lower Dexterity will lessen the chances of attacking effectively. Dexterity only affects the chances to hit and does not affect the amount of damage inflicted by a missile weapon. Missile weapons in combat – Rate of fire Bows, crossbows, and many other missile weapons have different rates of fire (ROF) – the number of missiles they can shoot in a single round. Arrows can be notched and let loose at a rate of up to two shots per round. Some weapons (such as heavy crossbows) take a long time to load and can be fired only once every round. Darts can be hurled at a rate of several per round. Whatever the ROF, multiple missile shots are handled the same way as other multiple attacks for the purposes of determining initiative. The ROF of each missile weapon is listed in the Weapons Tables on page pg 141. Casting Spells Both wizards and priests use the same rules for casting spells. To cast a spell, the character must first have the spell memorized. If it is not memorized, the spell cannot be cast. The caster must be able to speak (not under the effects of a Silence spell or gagged) and have both arms free (not paralyzed, for example). If the spell is targeted on a person, place, or thing, the caster must be able to see the target. It is not enough to cast a Fireball 150 feet ahead into the darkness; the caster must be able to see the point of explosion and the intervening distance. Once the casting has begun, the character must stand still. (If you choose not to have a spell caster cast a spell after you have selected the spell, but before you have selected a target, you can R-click to cancel the spell and it will not be lost from memory.) Spell Disruption If the spellcaster is struck by a weapon or fails to make a saving throw before the spell is cast, the caster’s concentration is disrupted. The spell is lost in a fizzle of useless energy and is wiped clean from the memory of the caster until it can be rememorized. Spellcasters are well advised not to stand at the front of any battle, at least if they want to be able to cast any spells! Saving Throws Saving Throws are measures of a character’s resistance to special types of attacks – poisons, magic, and attacks that affect the whole body or mind of the character. The ability to make successful saving throws improves as the character increases in level. If a saving throw is made this may reduce damage or prevent the effects of a spell or attack entirely. Some spells (e.g. the Protection spells) greatly improve saving throws against different type of attacks. Save vs. Paralyzation, Poison, and Death Magic This is used whenever a character is affected by a paralyzing attack (regardless of source), poison (of any strength), or certain spells and magical items that otherwise kill the character outright (as listed in their descriptions). Save vs. Rod, Staff, or Wand As its name implies, this is used whenever a character is affected by the powers of a rod, staff, or wand, provided another save of higher priority isn’t called for. Save vs. Petrification or Polymorph This is used any time a character is turned to stone (petrified) or polymorphed by a monster, spell, or magical item (other than a wand). Save vs. Breath Weapon A character uses this save when facing monsters with breath weapons, particularly the powerful blast of a dragon. Save vs. Spell This is used whenever a character attempts to resist the effects of a magical attack, either by a spellcaster or from a magical item, provided no other type of saving throw is specified. This save can also be used to resist an attack that defies any other classification. Modifying Saving Throws Saving throws can be modified by magical items, specific rules, and special situations. These modifiers can increase or decrease the chance of a successful saving throw. Magical items like cloaks and rings of protection give bonuses to a character’s saving throw. Magical armor allows a saving throw bonus only when the save is made necessary by something physical, whether normal or magical. Specific spells and magical items have effects, both good and ill, on a character’s saving throws. Some spells force the victim to save with a penalty, which makes even the most innocuous spell quite dangerous. (Specific information can be found in the spell descriptions below.) Morale Each creature has a base morale level that affects whether it fights or runs during a battle. The only character that is unaffected by morale is the first character you create – other characters joining your party have morale dialogue and scripts. Every creature is scripted to react somewhat differently when morale breaks – and often they will break at different levels of morale, or choose different types of attack depending on what the current morale level is (melee if morale is high, ranged attacks if morale is lower, for example). Each creature has a recovery time which indicates how long it takes for that creature’s morale to return to its base level – if someone’s morale fails, it will slowly creep back to the baseline. If someone in your party fails a morale check their selection circle will turn yellow (from green). Morale is positively influenced by having a leader (the topmost character in the portraits) with high Charisma, by the environment that the creature is located in (e.g. kobolds and drow like being underground more than they do wide open spaces outside), by some spells (e.g. Remove Fear), and by the type of enemies that are visible (easy enemies will raise morale). Morale is negatively influenced by factors such as being attacked by powerful magic, by seeing someone in the party killed or knocked unconscious, by losing a lot of hit points, or by spotting a difficult foe. Combat Effects and Recovery Damage, wounds, and death are what can happen to a character when an opponent attacks him successfully. Damage can also occur as a result of poison, fire, falling, acid, and by trying anything even remotely dangerous in the real world. Damage from most attacks is measured in hit points (hp). Each character has a current hit point total and a maximum hit point total. Each time a character is hit, he suffers points of damage. These points are subtracted from the character’s current hit point total. When this reaches 0, the character is dead. If one of your characters suffers massive damage, he or she will be forever dead, beyond hope of resurrection. Healing and Hit Points Once a character is wounded, the player should naturally want to get him healed. Characters can heal either by natural or magical means. Natural healing is slow, but it’s available to all characters, regardless of class. Magical healing may or may not be available, depending on the presence (or absence) of spellcasters or magical devices. The only limit to the amount of damage a character can recover through healing is the maximum hit points the character has. (Note some necromantic spells can improve maximum hit points, but only for a limited period of time.) Natural Healing Characters heal naturally at a rate of several hit points per period (eight hours) of rest. Rest is defined as low activity. If a character rests in a comfortable room in an inn, he or she will recover progressively more hit points the better the room – but of course this costs more. Camping in the wilds will allow for memorization of spells, but will not allow many hit points to be regained. Resting is only possible when there are no enemies within visible range of your party – if there are, you must move away, or make them your friends (Charm, dialogue, etc.) before you can rest. Some creatures may attack your party while resting; if this happens, you will not heal or memorize spells. Magical Healing Healing spells, potions, and magical devices can speed the process of healing considerably. The specifics of such magical healing methods are described in the spell descriptions below. By using these methods, wounds close instantly and vigor is restored. The effects are immediate. Magical healing is particularly useful in the midst of combat or in preparation for a dangerous encounter. Remember, however that the characters’ opponents are just as likely to have access to magical healing as the characters – an evil high priest is likely to carry healing spells to bestow on his own followers and guards. Healing occurs to the maximum hit point total for a given character only, never beyond this. Raising the Dead Curative and healing spells have no effect on a dead character – he can only be returned to life with a Raise Dead or Resurrection spell (or a device that accomplishes one of these effects). A newly raised character will be quite weak (one hit point) and will require additional healing to be effective in combat. Paralysis A character or creature affected by paralysis becomes totally immobile for the duration of the spell’s effect. The victim can breathe, think, see, and hear, but he is unable to speak or move in any manner. Poison A character or creature that is attacked with a poisoned weapon or by a venomous creature must make a saving throw vs poison. Depending on the type of poison, this saving throw will either negate the effects of the poison or lessen them. Poisons are usually deadly within hours, so finding quick treatment is recommended.
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【登録タグ D 巡音ルカ 曲 柊P】 作詞:柊P 作曲:柊P 唄:巡音ルカ 曲紹介 どうも葉です 最近少し寒くなって人肌恋しくなってきましたねリアルの方ではLIVEをやって生の音楽の良さに感動しました ボカロ制作の刺激にもなったので今後も頑張っていきたいですバンド感を前面に押し出し、シンセをあまり使わないで作りました 歌詞 (ピアプロより転載) 五月雨が降り頻る暗い道 一人歩く 何の為に 生きてるのか 頭の中 ぐちゃぐちゃだよ 溜息が どうしてか 独りでに漏れてくるの 啼いていたあの人は今はもう記憶の中 頬を伝うナイフは 記憶をのせて 夢に乱れ 花に融けて 蝶が胸を 離れて 鼓動に揺れ 呼吸が咲き 心がほら 震えて 風に流れ 空に抱いて 枯れた腕を 絡めて 現に暮れ 露に触れて 朽ちた星に 塗れたの 狂おしい 人の熱が 絶え間ない孤独を呼び 止められない劣情の中 涙に泳ぐ旋律に消え 触れられない 奈落の果て 絶望の淵に暮れて 啼いていたあの人は今はもう心の中 夜空に浮いた 星空見つめて 夢に乱れ 花に融けて 蝶が胸を 離れて 鼓動に揺れ 呼吸が咲き 心がほら 震えて 風に流れ 空に抱いて 枯れた腕を 絡めて 現に暮れ 露に触れて 朽ちた指と割れた爪 閉ざした扉は 今も閉ざして 夢に乱れ 花に融けて 蝶が胸を 離れて 鼓動に揺れ 呼吸が咲き 心がほら 震えて 風に流れ 空に抱いて 枯れた腕を 絡めて 現に暮れ 露に触れて 朽ちた心 闇と躍る理性 コメント 名前 コメント
https://w.atwiki.jp/cochet/pages/21.html
管理用コマンド コマンド 効果 対応Permission /mm eject player player をマインカートから降ろします minecartmania.commands.eject /mm permeject player player をマインカートから降ろし、マインカートに乗れなくします minecartmania.commands.permeject /mm clearemptycarts 空のマインカートを回収します。コマンドの後に-dを付けると除去、数字を入力すると限定された範囲に効果を及ぼします。 minecartmania.commands.clearemptycarts /mm clearpoweredcarts 動力付きマインカートを回収します。コマンドの後に-dを付けると除去、数字を入力すると限定された範囲に効果を及ぼします。 minecartmania.commands.clearpoweredcarts /mm clearstoragecarts チェスト付きマインカートを回収します。コマンドの後に-dを付けると除去、数字を入力すると限定された範囲に効果を及ぼします。 minecartmania.commands.clearstoragecarts /mm clearoccupiedcarts 誰かが乗っているマインカートを回収します。コマンドの後に-dを付けると除去、数字を入力すると限定された範囲に効果を及ぼします minecartmania.commands.clearoccupiedcarts /mm clearallcarts 全てのマインカートを回収します。コマンドの後に-dを付けると除去、数字を入力すると限定された範囲に効果を及ぼします。 minecartmania.commands.clearallcarts /mm clearstalledcarts 動作していないマインカートを回収します。コマンドの後に-dを付けると除去、数字を入力すると限定された範囲に効果を及ぼします minecartmania.commands.clearstalledcarts /mm clearmovingcarts 走っているマインカートを回収します。コマンドの後に-dを付けると除去、数字を入力すると限定された範囲に効果を及ぼします。 minecartmania.commands.clearmovingcarts /mm redraw マインカートの表示を更新します minecartmania.commands.redraw /mm hide 全てのマインカートを非表示にします。ログインし直すか、/mm redrawコマンドを使用する事でサイド表示されます。 minecartmania.commands.hide /mm setconfigkey Key Value key の設定を Value に変更します minecartmania.commands.setconfigkey Standard Player Commands Any player may use these commands. (Unless explicitly denied via permissions). Command Required Arguments Optional Arguments Permission Node Description /mm info 現在のサーバーに存在する各マインカートの情報を確認できます minecartmania.commands.info /mm momentum 自分の乗っているマインカートの勢いを表示します。 minecartmania.commands.momentum /mm getconfigkey configkey configkey で指定された設定を確認できます minecartmania.commands.getconfigkey /mm listconfigkeys 設定一覧を確認できます。コマンドの後に1~4の数字を追加する事で、見たいページを指定できます。 minecartmania.commands.listconfigkeys /trucompass マインカートの向いている方角を確認できます。 minecartmania.commands.trucompass /st word word を指定する事で、SignStationと組み合わせて特定の駅で止まる事ができます。コマンドの後に-sを追加する事で、一度限りの指定になります。 minecartmania.commands.st
https://w.atwiki.jp/d2peca/pages/40.html
公式サイトに掲載されているセットアイテムページはこちら 本家|共通|Viking|Magi|Heroine|Witch|Huntress|Summoner Holy Steels Demon Stalker Garb The Cheng-Ko Link Hero's Helpers Usrine Armor Demon Slayer Suit Taharka's Call to Arms Holy Steels Blessed Blue Steel - Heradic Shield Blessed Iron Scale - Plate Mail Blessed Helm - Helm Demon Stalker Garb Holy Band - Ursine Ring Sancrified Brand - War Brand Belt of Lights - Plated Belt Angelic Boots - Greaves The Cheng-Ko Link Cheng - Battle Brand Ko - Amulet Hero s Helpers Hero s Rage - Ancient Brand Hero s Heart - Gilded Shield Hero s Eye - Ursine Ring Usrine Armor Ursine Plate - Templar Coat Ursine Gloves - Battle Gauntlets Ursine Helm - Basinet Ursine Belt - Battle Belt Demon Slayer Suit Demon Slayer s Band of Pain - Colossus Girdle Demon Slayer s March of War - Myrmidon Greaves Demon Slayer s Angelic Wall - Ancient Shield Demon Slayer s Sacred Heart - Sacred Armor Demon Slayer s Archon Horns - Demon Head Demon Slayer s Grip of Heaven - Bramle Mitts Taharka s Call to Arms Taharka s Hellfire Brand - Slayer Brand Taharka s Adamant Collar - Amulet Taharka s Shining Glory - Ursine Ring Taharka s Stone Shield - Aegis
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Vehicle Field Support Truck Contents 1 Tactics 2 History 3 Requires 3.1 Lieutenant 4 Called In Using 4.1 Soldiers HQ 5 Can Build 5.1 Sappers 5.2 Captain 5.3 Stuart Light Tank 5.4 Staghound Armoured Car 6 Support Abilities 6.1 Improved Command Vehicles 7 Vehicle Upgrades 7.1 Secured Resourcing 7.2 Speed Governors Field Support Truck Health 750 Max Speed 3 Sight 35 Cost 18530 Acceleration 1.5 Detection 9/0 Time 70 Deceleration 1.5 Hotkey F Population 0 Rotation 40 Target Type hqs_mobile Upkeep 1.344 Crush Human Critical Type supply_truck Crush Mode Rear Damage Enabled false Tactics Command Trucks are the only way the British can secure resources. Infantry can reinforce at all Command Trucks when set up. This unit produce Sappers, Captains, and Stuart Light Tanks. History At the outbreak of WW II, Bedford was contracted by the British War Office to produce a 3 tons 4 x 4 general service truck. A pilot model was ready in February 1940 and quantity production started in March 1941. It was used in a range of roles including a Bofors tractor, troop carrier, cargo, tanker, communications, fire tender, field kitchen etc. Requires Lieutenant [Expand][Hide] Squad Size 1 Population 1 Cost 250 Health 65 Time 40 Target Type infantry_heroic Hotkey L Effects Lieutenants provide much of the offensive punch of the infantry sections, imparting powerful attack and morale bonuses in a radius. Squads are more mobile with a Lieutenant nearby. ESee Infantry Lieutenant for details. Called In Using Soldiers HQ [Expand][Hide] Cost 18530 Activation targeted Duration 30 Target tp_any Recharge 1 Hotkey Effects Call in a Soldiers Headquarters ESee Ability Soldiers HQ for details. Can Build Sappers [Expand][Hide] Squad Size 4 Population 4 Cost 320 Health 240 Time 32 Target Type infantry_soldier Hotkey S Effects Sappers are combat engineers capable of specialized upgrades, general combat related tasks, and building heavy defenses. ESee Infantry Sappers for details. Captain [Expand][Hide] Squad Size 1 Population 1 Cost 300 Health 60 Time 60 Target Type infantry_heroic Hotkey C Effects The lightly-armed Captain imparts powerful defensive bonuses to units and structures within the sector that he occupies. ESee Infantry Captain for details. Stuart Light Tank [Expand][Hide] Health 300 Population 6 Cost 28045 Max Speed 6.5 Time 45 Target Type armour_stuart Hotkey T Effects The Stuart is used by almost all Allied forces. Too light to engage heavy armor, its speed means it excels in the reconnaissance role. Can fire a canister round that is lethal to infantry targets. ESee Vehicle Stuart Light Tank for details. Staghound Armoured Car [Expand][Hide] Health 450 Population 6 Cost 28045 Max Speed 6.5 Time 45 Target Type armour_stuart Hotkey S Effects Built by the US, the Staghound was adopted by the British as a versatile command and recon vehicle. Can be equipped with an M2HB .50 cal Machine Gun. ESee Vehicle Staghound Armoured Car for details. Support Abilities Improved Command Vehicles [Expand][Hide] Cost 2 Time Hotkey Effects Command HQs, Field Support Trucks, and Armored Command Trucks can move more quickly, increase population cap, take less damage, and generate more resources. ESee Upgrade Improved Command Vehicles for details. Vehicle Upgrades Secured Resourcing [Expand][Hide] Cost 25025 Time 35 Hotkey R Effects Territory secured by this Command Truck will generate bonus munitions or fuel. Only one upgrade can be active at a time. ESee Upgrade Secured Resourcing for details. Speed Governors [Expand][Hide] Cost 15010 Time 10 Hotkey G Effects Engine governors are removed through field modifications, providing a large speed increase for your mobile Headquarters vehicle. ESee Upgrade Speed Governors for details. Retrieved from http //coh-stats.com/Vehicle Field_Support_Truck