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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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Straight Oath(鬼) 曲名 アーティスト フォルダ 難易度 BPM NOTES/FA(SA) その他 Straight Oath 矢鴇つかさ feat. 三澤秋 2013 鬼16 182 549 / 30 STREAM VOLTAGE AIR FREEZE CHAOS 106 106 30 50 94 楽譜面(8) / 踊譜面(11) / 激譜面(14) / 鬼譜面(16) 属性 超発狂(地団駄)、左右振り、渡り、遠配置、ひねり、交互難、同時踏み、体力 譜面 https //livedoor.blogimg.jp/yanmar195/imgs/b/1/b143ff9e.png 譜面動画 http //www.nicovideo.jp/watch/sm22157925 https //www.nicovideo.jp/watch/sm22157925 (x2.5, NOTE) 1 59~ プレイ動画 https //www.youtube.com/watch?v=kQ2I2op6jnE (x3.0, NOTE) https //www.youtube.com/watch?v=1DG20FutlPg (x2.5, NOTE, REVERSE) http //www.nicovideo.jp/watch/sm24900596 https //www.nicovideo.jp/watch/sm24900596 (x2.0, NOTE) 解説 激に引き続きSPは仮の姿かつ詐称枠。同時解禁の美夢鬼を強化したような譜面で、8分はところどころ遠く逆含めて交差渡りが頻発し、SPと変わらない16分密度を誇り、更に序盤と終盤の16分3連地団駄>同足始動16分軸滝>16分2連スキップなどは独自要素を含み凶悪。Xスペに16分を追加したような譜面で、相当なDPスキルと発狂耐性が必要 -- 名無しさん (2015-02-03 5 00 28) A20にて足15→足16に昇格。 名前 コメント コメント(私的なことや感想はこちら) 個人的に渚とどっこいどっこいの危険譜面 -- 名無しさん (2013-11-02 21 15 28) ヤバい。最近の足15は上下が激しいよ。侍下げてスタライ足16に上げるべき -- 名無しさん (2013-11-03 00 04 26) かなりきつい配置、渚と同じに同意 -- 名無しさん (2013-11-05 00 29 50) Straight Oath-XSpecal- と脳内変換するとしっくりくる。 -- 名無しさん (2013-11-05 03 31 27) ↑天才ここにあらわる。本当にXspecialだよこれ。。。 -- 名無しさん (2013-11-05 20 12 45) Xって言うより2013specialだね。 -- 名無しさん (2013-11-09 13 37 36) 個人的に小悪魔よりもキツイ -- 名無しさん (2014-12-25 20 26 21) Xスペのような変則的な8分でバランス崩したところに16分の滝が来るのでガチでコケる可能性があり注意。少なくとも16が半分以上埋まる程度の技術がないと挑戦しないほうがいいと思われる。 -- 名無しさん (2015-06-02 08 44 48) クリアだけではなくスコアも16相当。というか自分は下手な16よりスコアが出ない。譜面自体は超発狂の練習に使えるのでレベルが16になれば全て解決する気がする。15適正者が選ぶのは大変危険。 -- 名無しさん (2016-07-05 22 59 33) 適正の人にとっては、何が起こってるか分からないというレベル。無理に踏む必要はないと思われ -- 名無しさん (2016-09-29 13 43 09) 地団駄に慣れると、15卒業譜面かな、と思えるくらいになった。アクロスやらこの子、SPのMAX300やニーソ等、いろいろなBPMで地団駄をみっちり練習し、体勢を崩さずPfメインで拾えるようにする。8分滝も配置がかなりきつく、足16の非発狂地帯レベル。なので、足16にある程度太刀打ちできるくらいの地力をつける。ここまでやってようやく、ある程度スコアが狙って行けるレベルになる、という印象。 -- 名無しさん (2017-01-26 11 28 16) サビの配置が最大の難関。SP的な地団駄混じりのひねり→交差渡りからのアフロ踏み→16分11連→交差折り返し、という難解で疲れる配置が2セット -- 名無しさん (2017-10-10 21 10 33) 名前 コメント
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Hats, amid one of the most recognized kinds of head dress in, are items of clothes positioned in addition to the pinnacle. Unique characteristics make the hat distinct from other forms of headgear. Such as, a hat differs from a cap; hats have elevated peaks or brims or both equally peaks and brims. Hats are larger than caps. Males and females position hats over their heads but gals from time to time use hatpins to maintain them in position. cheap yankees hats They thrust these hatpins into their hats and new york bucket hats through their own hair. Hat Dimensions To obtain a adequately sized hat that matches ideal, you ought to know that in making hats, these are definitely matched according to sure dimensions of hats. In many cases, in buying hats, hats that are not too high-priced are termed as possibly becoming smalls, mediums, large-sized or more large-sized. The higher-priced hats are calculated a lot more properly. These are generally designed to suit precise dimensions of heads. This sort of hats have their sizes labeled in accordance to some specific variety. Metric dimensions for hats are calculated based upon the lengths of calculated heads counted in centimeters. Usually, when calculated dimension values are in between two of the centimeter marks, dimensions are rounded as many as the next centimeter. Subsequent the program for numerical hat dimensions in america, normal diameters of heads are initially calculated by measuring the head s circumference. This commences at a point a half-inch greater compared to the amount of your ears. This price is then ny yankees hat divided via the value of pi. The resulting value is rounded in direction of the nearest 1/8 of the inch or one centimeter. When you are receiving hats coming with the U.K., it s essential to keep in mind that the measurements of their hats are 1/8 smaller than U.S. made hats. A number of people imagine which they could stretch hats which have been a number of measurements undersized. This may be the case for some hat sorts but this isn t an excellent apply if you are deciding on a hat that s supposed to suit precisely based on the head s measurement and shape. The various Designs of Hats Hats can also be designed for individual designs and realizing what these are typically may be equally as necessary around understanding their sizes. Just about every head incorporates a unique width and length as well as distinct bumps and lumps. Employing a devoted instrument similar to a conformateur will help consumers in acquiring the most effective fitting hat. Lots of people might have rounded heads, some could possibly have elongated and oval heads. A hat may perhaps accommodate a variety of shapes like spherical ovals and frequent ovals, or elongated ovals, and ovals which can be X, XX and XXX lengths in measurement. The various Areas of a Hat The individuals who want to get hats built to specification would do great to become aware of the varied areas of a hat. This would facilitate conversations while using the maker of your hat concerning the things they want. Crowns are definitely the areas of the hat that go over the head s top rated part. Brims are created from rigid elements and they are positioned underneath the crown in the hat and run throughout the hat s circumference. Sweatbands are classified as the inside parts of the hat and these are definitely involved with the major portion of the pinnacle. Hatbands are ribbons, strips of leather or strings, which can be found where by the crown and brim portions intersect. These assistance retain the hat s sizing. Retaining Hats The struggle towards the elements and unavoidable hurt are among the things which put at risk a hat s crisp and new glimpse. Caring for hats consists of becoming knowledgeable of how you can thoroughly clean and continue to keep them properly. Different products which make up hats would require a range of techniques. As an illustration, canvas or comfortable cotton hats could possibly be kept clean the identical way usual garments is retained clean. A hat manufactured of leather would need specifically created cleansing mixes. Employing water and delicate detergents would make straw hats look new. You could possibly use many ways to work on felt hats such as delicate brushes, which would remove dust, and damp towels, which might get rid of dirt. Stains that do not appear off could be set in some cases by making use of particularly fine-grained sandpapers. So as to preserve a hat s brim new, it should be stored in an upside-down manner. Notice as well that fantastic hats could also get smaller sized as time passes, so it really is a good idea to give them a good stretching from time to time.
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タイトル CALⅢ メーカー バーディソフト 発売 1993年 ハード PC-98 メディア FD 攻略に使ったバージョン PC98版 コマンド総当たりが基本で、ゲームオーバーもほとんどないので適当に選んで大丈夫。 最後のクイズがマニアックだが、失敗してもすぐやり直せる。(一応正解を載せておく) クイズの答え ・人間 ・ベートーヴェン ・ナイジェル・マンセル ・46分1秒 ・くまちゃん
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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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キャリコGTF(Calico GTF) キャリコGTF(Calico GTF)詳細データ 解説 ボディペイントの元ネタ 画像 詳細 編集中 データ 種類 メーカー 日本語 日本語訳 ドア 乗車定員 駆動 ギア スポーツカー カリン キャリコGTF ※解説参照 2ドア 2人 AWD(*1) 5速 モデル ラジオ 主な選局 洗車 トヨタ・セリカ(ST200系) 有り - プラットフォーム カスタム カラー デフォルトホイールタイプ オンライン専用 PS4 / Xbox One / PC限定 可 メイン/サブ/ダッシュボード ハイエンド プラットフォーム 価格 割引時 オンライン専用 PS4 / Xbox One / PC $1,995,000 $1,496,250 プラットフォーム ガレージ保管 オンライン専用 自宅物件ガレージ PS4 / Xbox One / PC限定 可 解説 『ロスサントス・チューナー』アップデートにて追加されたスポーツカー。 夏に同アップデートが実装されると告知された際にはこの車のリアが公開された。 元ネタはトヨタ・セリカ(ST200系)。WRCに参戦していたカストロールカラーのマシンが有名だろう。ちなみに、実車はわずか2年足らずでWRCの表舞台から退いている(*2)。 キャリコとは、元はインドの「カルカッタ産の」を語源(*3)とする単語で、主にインド産の光沢があり、模様の折り込まれている布のこと。転じて、まだら模様のある生き物(三毛猫や錦鯉など)のことを指す。 セリカにスペルが似た(かつアジア由来の)単語をうまく持ってきたといえるだろう。 GTFも同型のセリカに存在したグレード「GT-FOUR」を略しただけのものである。 強いトラクションとAWDによる安定性の高さのおかげで現環境におけるストリートレースにて選択できる「チューナー」カテゴリの中で頭一つ分、性能が抜きん出ている。 その為、フルチューニングが施されたカスタムマシンよりも、ノーマルのこの車両で挑んだ方が場合によっては有利に働くこともある。 その一方でアンダー傾向がかなり強く、ブレーキ性能も非常に悪い。したがって、ブレーキングのタイミングと荷重移動が非常に重要となってくる。 加えて純正車高のままフルチューニングするとよりアンダー傾向がより強くなり、癖のある乗り心地に。カスタムの際には自分に合った適切なセッティングを見つけなくてはならない。 以上のように、初心者向けと思わせて実は玄人向けのマシン。しかし、曲がりづらいと言っても極端に曲がらない訳ではなく寧ろ普通に曲がって挙動が暴れる事も少ないので、慣れてしまえばストリートレースではほぼ負け無し。ゆえにある意味キャリコ同士での勝負か、トリッキーなコースを得意とする車での勝負になりやすい。 ボディペイントの元ネタ 黒の太ストライプ - 白の太ストライプ - 黒のダブルレースストライプ - 白のダブルレースストライプ - 白のトライバル・ハーフトーン - 黒のトライバル・ハーフトーン - 紫のトライバル・ハーフトーン - ワイルドスピードX2 ローマンのエクリプススパイダー 「NARC」ラリー - ESSOカラー 「スタンスアンドレアス」- 「KAIHATSU」 - 「LTD」ラリー - matthias knar celica 「FUKARU」ラリー - GRカラー? 「DISRUPTION」ラリー - アドバンカラー 「Redwood」ラリー - マルボロカラー 「Prolapse」ラリー - ウェッズスポーツ セリカ? 「XERO GAS」ラリー - カストロールカラー(何故か緑部分が水色) 懐かしの90年代。グランジ、ダイヤルアップ接続、第三波フェミニズム、長編ポルノがカオスな融合を果たし、 カリン キャリコGTFが誕生しました。マッスルカーの伝統、ラリーの改造、ストリートレーサーの信頼性と、 様々なものが少しずつ取り入れられた新しい車です。 ベトついたVHSを置き、カーテンヘアで決めましょう。やらなければならい宿題が残っています。 (Southern San Andreas Super Autosサイト内の解説より) 画像 マッスルカーじゃないじゃん -- 名無しさん (2022-07-31 11 31 50) ラリーカーっぽい見た目(ボディペイントのCastol風なやつ)にできるがアンダー過ぎてドリフトは難しい (2023-01-19 12 49 19) コメント
https://w.atwiki.jp/cohstatsjp/pages/209.html
Infantry Heavy Machine Gun Team Contents 1 Heavy Machine Gun Team Veterancy 2 Tactics 3 History 4 Built From 4.1 Weapons Support Center 5 Squad Abilities 5.1 Armor Piercing Burst 6 Squad Weapons 6.1 30 Cal HMG 6.2 M1 Carbine Heavy Machine Gun Team Squad Size 3 Capture Rate 1 Sup Threshold 0.2 Health 165 Sight 35 Pin Threshold 0.6 Cost 240 Detection 7/0 Recovery Rate 0.008 Hotkey H Population 3 Time 36 Retreat Modifier 0.5 Target Type infantry Upkeep 7.2 Reinforce Cost 0.5 Critical Type infantry Squad Slots Reinforce Time 1 Heavy Machine Gun Team Veterancy [Expand][Hide] Accuracy Rec. Accuracy 1.15 0.8 8 Vet-Exp Cooldown Received Suppression Received Damage 0.75 0.75 0.85 14 Vet-Exp Accuracy Damage 1.2 1.5 26 Vet-Exp Tactics The armor piercing burst ability will allow the HMG to deal a lot of damage to enemy light vehicles. Better penetration when compared to the MG42, so a .30 Cal HMG team in a building will usually fare bettter against an MG 42 team in a building. History The Browning Model 1917 Machine Gun is a heavy machine gun used by the United States armed forces in World War I, World War II, Korea, and to a limited amount in Vietnam and by other nations. It was a belt-fed water-cooled machine gun that served alongside the much lighter air-cooled Browning M1919. It was used at the battalion level, and often mounted on vehicles (such as a jeep). There were two main iterations of it; the M1917, which was used in WWI, and the M1917A1 which was used after. The M1917 was used on the ground and some aircraft, and had firing rate of 450 round/min; the M1917A1 had a firing rate of 450 to 600 round/min. A simplified, air cooled version of the weapon, the Model 1919 was adopted after World War I and saw action in World War II, the Korean War, and the Vietnam conflict Built From Weapons Support Center [Expand][Hide] Health 500 Target Type building Cost 18015 Critical Type building Time 70 Hotkey W Effects Secondary Troop Production Structure. Deploys Heavy Machine Gun teams, Mortar Teams and Snipers. ?ESee Structure Weapons Support Center for details. Squad Abilities Armor Piercing Burst [Expand][Hide] Cost 35 Activation timed Duration 20 Target tp_any Recharge 20 Hotkey P Effects M2 Armor Piercing (AP) ball ammunition is loaded into the Machine Gun, making it very effective against Light Vehicles. HMG must be set up and able to fire at the target for the rounds to work. ?ESee Ability Armor Piercing Burst for details. Squad Weapons 30 Cal HMG [Expand][Hide] Weapon 30 Cal HMG See Weapon 30 Cal HMG for details. M1 Carbine [Expand][Hide] Weapon M1 Carbine See Weapon M1 Carbine for details. Retrieved from http //coh-stats.com/Infantry Heavy_Machine_Gun_Team
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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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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