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Official Name:GX-9900-DV(NT-001) GUNDAM X DIVIDER Pilot:Jamil Neet Cost:2500 HP:620 transformation:× Conversion:× Ground type SHOOT NAME BULLETS DAMAGE NOTES Shoot Beam machine gun (BMG) 50 15~120 Beam attribution , 10 shots burst Sub weapon Hyper bazooka (BZ) 3 80 Canceled damage is 65 SP Shot Harmonica blade【irradation】 1 ~248 Maximum damage when hit at the root SP Melee Harmonica blade 2 87/120 Normal shot/Charge shot, dual shot burst Charge Melee GX bit 1 ~230 Satellite cannon fired from 2 GX bits (1 time per sally) MELEE NAME COMMAND DAMAGE NOTES N Melee Beam sword NNN 169 3 actions U Melee Stab → kick UB 121 L or R Melee Shield attack → turning slash L or R BN 127 D Melee Upper slash DB 63 Orthodox derive to BMG【High power】 DBA 123 Compulsion down BD Melee X Slash bd UB 123 Good elongation Burst Attack Name COMMAND DAMAGE NOTES Satellite Cannon Push ABC 311/274 Satellite cannon fired from 4 GX bits and GXD Explanation The main suit from the first half of After War Gundam X is back from the GvsG NEXT siries.The pilot is Jamil Neet in full boost. This is the only ground type mobile suit of all suits that cost over 2500. In full boost divider is the main form and converts only when using burst attack. One of the advantage is due to its knee bending position the hitbox is smaller than other suits. A unique groud gliding type, alutitude decrease after boost dash。As a ground type its rising speed is fine. XDV cannot dash jump like monbile fighter suits which means it is hard to adjust distance in short time. Its mix of gliding and rising movement its quite simillar to ACGUY. XDV has no normal BR and its arms are tricky but they are powerful. It had been weakened in the latest update but still its weapons can be seen as cost 3000 class. Though the melee damages are low, the first hits are quite good and with the harmonica blade, cannon XDV is still powerfull when intercepting at close range. The weakpoint is mainly its mobility. XDV lack of speed and most of the weapons reqire you to stop which spends plenty of boosts in total.. In order to avoid opponents attacks you must master break cancel using sub weapon, SP melee and sield techniques. Although it has strong weapons, it is hard to handle double lock. It is inportant to cooperate with your partner. Cancel lists BMG→BZ BMG→SP Melee SP Melee→BZ Shooting Weapons 【Main weapon】Beam machine gun [Magazine reload][Reload 7sec/50shots][Attribution beam][3hit sttager][Down rate 0.55][Compensation rate -5%] 5 shots per push, maximum 10 continuous shots to take down. Can cancel to sub and SP melee. The shot are not erased as it s a beam, but it s useless against ABC(Anti Beam Coating) coats. 15damage per hit. The angle of fire is 100°from left or right. Simply a beam machine gun is strong and the only inferior point compared to other machine gun is reload. Still the guidance is good and can be said as one of the strongest machine gun in this game. This is the only weapon fired while moving. Do not leave small number of shots. If you left them make sure to shoot them for immediate reload. 3 shots are reqired to get a sttager from the enemy which is also a weak point with the long reload. It s better to make use of cancel options to persist red lock guidance. Especially firing BZ after the BMG with delay is a basic tecnique at middle range. 【Sub weapon】Hyper bazooka [Magazine Reload][Reload 4.5sec/3shots][Attribution Live bullet][Down][Down rate 2.5?][Compensation rate -30%] A bazooka without blast. Rather fast bazooka. Difference in neutral sub and down lever sub. Both N and D subs are useful to make enemy down. Also important for break canceling. Can fire while sliding using BD or step kansei. If cancel fired from BMG or HB the damage will decrease to 65. Neutral sub is a typical straight trajectory, mainly used after BMG or interception. Better to use this than HB when you want to take a down at middle range. If firing at mid air, fire at low altitude and smoothly shift to ground run. Never forget that since there is no blast it s helpless against barrier type weapons. Down lever sub is a high angle fire. Its completely helpless at close range, but at far than middle range it moves like the cannon of Ez8. But it is a little slow, so sometimes it might miss after BMG or enemy s shield gaurd may possible. Don t rely too much on this weapon. Idle shooting of neutral sub is efficient for break cancel. Also using a normal shot for break canceling is little slow but there s no problem. But if there s still ammo in magazine, it is much better using HB for break cancel. 【Special shot】Harmonica cannon 【Irradiation】 [Magazine reload][Reload 17sec/1shot][Attribution Beam][Down][Down rate ][Compensation rate %] Harmonica cannon! Fires 6 thin beams.Damage depends on the shots that hit. Shots can only reach red lock range. 地上ブースト、ステップ慣性を乗せて滑り撃ち可。 V2ABのサブ並みの異常な速度でダメージ確定するため、敵の全覚前に殺しきることもしばしば。接射で上手い事ヒットすると220を越すダメージが一瞬で入る。 範囲・弾速が非常に優秀で、照射系ながら近~中距離で活きる性能を持つ。 格闘迎撃・着地取りの主力だが、リロードが遅いので使い所に注意。 2/26のアップデートで発生が鈍化。咄嗟の格闘迎撃等には間に合わない事も。 GXの切り札となる武装だが、殺さず腐らせずで扱っていきたい。 頼るところはきちんと頼り、頼らなくても済むところは温存すること。 基本的に至近距離でもない限りは普通の機体ならビームの直撃は2~4本が限界か。 かなり当てやすい部類ではあるが、強制ダウンまで持っていけない場面も多々ある印象。 【Special melee】Harmonica blade (HB) [Auto reload][Reload 6sec/1shot][Attribution Beam][sttager][Down rate Normal 2.8/Charge 3.2(0.35*8/0.4*8)][Compasation -32%(1hit-4%*8)] ハモニカ砲からブレード刃を形成して発射。長押しで溜めあり。レバーN/横では横撃ちに、レバー前/後で縦撃ちになる。 横撃ちと縦撃ちは相互にキャンセル可能。というよりN特格を2回入力しても必ず横→縦の順に発射される。 発射の瞬間まで銃口補正がかかり続ける。ズサキャンに対応。メインからキャンセルで1hit10ダメ。 地上ブースト慣性を乗せて滑り撃ち可。ステップからとだと何故かほとんど動かない。 チャージを開始して撃つ前にロックを変えるとそちらへ発射する。また赤ロック内でチャージをして撃つ前に緑ロックに逃げられると誘導しない。 つまり溜め中は攻撃行動扱いではないと思われる。 スサノオのチャクラムと同じ属性で、スモーの特格バリア、2号機のBD格、フォビのレイダー等をすり抜ける。(逆にνやクアンタ等のバリア系武装やABCマントはすり抜けない) 溜めなしだとイフリート改のN特射で防げるが溜めたら防げなかったという報告有り。(要検証) 2/26のアップデートにより範囲と誘導が劣化したものの、まだ発生と滑りが健在のGXの主力武装。 小さくなったとはいえ通常射撃に比べたらまだ横に広く、密集地帯に撃ち込んで事故らせる等の運用は以前有効。 溜めハモニカの性能は変わらず強力で、近距離の横撃ちは横BD、縦撃ちは上昇を取れる。 相手と高低差があるときなどで溜めるチャンスがあれば逃さず狙いたい。 メインと違って瞬時によろけさせ、特射と違って射程が長い。距離によらず役立つ武装。 とはいえ同じメインキャンセルでもヒット確信からはBZ、格闘迎撃にはこちらなどと、他武装ともちゃんと使い分けること。 内部硬直がやけに少なく、溜め無しで撃った直後から盾を仕込める。硬直軽減も兼ねた暴れとしても有効。 空撃ちでもズサキャンを有効に使える。 SP Melee Action 累計威力 (累計補正率) 単発威力 (単発補正率) 累計ダウン値 (単発ダウン値) 属性 Normal HB 87(68%) 12(-4%)*8 2.8(0.35*8) よろけ Cancel 72?(68%) 10(-4%)*8 Charge 120(68%) 17(-4%)*8 3.2(0.4*8) 【Charge melee】GX bits (Sattelite cannon) [Charge time 2sec][Attribution Assist/Beam/Bomb blast][Down[Down rate ][Compensation rate %] 「こんなものはもういらないんだッ…!」 GビットをガンダムXの左右に呼び出し、サテライトキャノンを発射させる。着弾点に爆風が発生。 1出撃に1回のみの撃ち切り武装で覚醒によるリロードも無し。発生は少し遅いが銃口補正はなかなかいい方か。 本機唯一の多角的な攻撃が出来る武装。セルフカットは狙えなくは無いといった程度で、迎撃には他武装のほうが優秀。 照射時間が微妙でビームも細めだが、爆風が出るのが大きく乱戦やガード中の相手に出すと光りやすい。 クリーンヒットしたときのリターンも大きい。 温存しておく事で相手の注意は引けるし、注意してないようなら闇討ちできるとおいしい。 中距離以遠でまとまったダメージが取りにくい本機に取っては貴重な一発兵器。抱え落ちするぐらいなら最悪分断でも使おう。 攻撃後のアシストの消滅時のエフェクトは「爆発」。 『こんなものはもう必要ない』ということだろうか。 アシストの例にもれず、Gビットは耐久が非常に低い。(BR1発で壊れたのを確認) ズサキャン関連 飛びキャン 基本 飛びキャンハモブレ 慣性がほとんど乗らない BDハモブレはかなり慣性が乗る 向き合ってる相手の攻撃は距離がかなり近くなければまず当たらない 硬直一覧(左から順にズサキャンに有用) Nサブ(空撃ち) ハモブレ Nサブ 後サブ(空撃ち) 後サブ≒特射≒格CS Melee 【N Melee】Beam sword ビームソードによるνのNと横に近いモーションの3段。 派生なし。動かないので主にコンボ用。 平均的な性能なので、膝付きの横や伸びのいいBD格がある以上先振りの機会はほとんどない。 通常格闘 動作 累計威力 (累計補正率) 単発威力 (単発補正率) 累計ダウン値 単発ダウン値 属性 1段目 袈裟斬り 65(80%) 65(-20%) 1.7? 1.7? よろけ ┗2段目 斬り返し 121(65%) 70(-15%) 2.0? 2.0? よろけ ┗3段目 袈裟斬り 169(45%) 40(-10%)*2 3.0? 0.5*2? ダウン 【U melee】Stab and kick ソードを突き刺してから蹴り飛ばす。 捕縛系の技だが、初段で強制ダウンをとっても落下せずに突き操作が持続する。 ダメージ、補正率がN格闘の2段目までと同じだが、判定はこちらの方が強い模様。 また、総ダウン値が他の2段格闘に比べて低い。 ギスの前格とモーションがそっくりだが、こちらは初段のダウン値がちゃんと1.7ある。 前格闘 動作 累計威力 (累計補正率) 単発威力 (単発補正率) 累計ダウン値 単発ダウン値 属性 1hit目 突き 65(80%) 65(-20%) 1.7? 1.7? 掴み ┗2hit目 蹴り 121(65%) 70(-15%) 2.2未満 0.3~0.5? ダウン 【LorR Melee】Shield Attack→turning slash NEXT横格、ハモニカ砲(物理)。 発生と踏み込み速度に優れた主力格闘。初段が膝付きよろけの為、ステップして覚醒技が確定。 出しきりから前ステでほぼ全ての射撃・格闘に繋がる。 横格闘 動作 累計威力 (累計補正率) 単発威力 (単発補正率) 累計ダウン値 単発ダウン値 属性 1段目 盾突撃 67(80%) 35(-10%)*2 1.7 0.85*2 特殊よろけ ┗2段目 回転斬り 127(59%) 27(-7%)*3 2.6? 0.3*3? ダウン 【後格闘】Upper slash 打ち上げ格闘。補正が非常に悪い。 射撃派生で単射モードのBMGによる追撃。打ち上げて吹き飛ばすので仕切りなおすときにでも。 この射撃派生はダウン値が非常に高く、ボス機体相手でもこれだけで強制ダウンを奪えるほどである。 2/26のアップデートで射派生のダウン値が減少? 後格闘 動作 累計威力 (累計補正率) 単発威力 (単発補正率) 累計ダウン値 単発ダウン値 属性 1段目 斬り上げ 63(60%) 35(-20%)*2 1.7 0.85*2? ダウン ┗射撃派生 ビーム 123(%) 100(-%) 5↑ 10? 強制ダウン 【BD Melee】X Slash ホバーリングモードで突進して2刀で斬り飛ばす。ZDXのmkⅡのブースト格闘と同じモーション。 斬るエフェクトが独自のものでカッコイイ。突進速度と伸びに優れ咄嗟の差込に向く。 出し切りからコンボが繋がる。2回出し切って強制ダウン。 BD格闘 動作 累計威力 (累計補正率) 単発威力 (単発補正率) 累計ダウン値 単発ダウン値 属性 1段目 X字斬り 123(52%) 37(-12%)*4 2.6? 0.65?*4 ダウン Burst 【EX Burst】 Type 攻撃力補正 防御力補正 備考 Assult 1.10倍? 0.90倍(-10%) Blast 1.02倍? 0.80倍(-20%) Burst Attack Sattelite Cannon 「サテライトキャノンだっ!!」 ガンダムXに換装し左右にGビットを2体ずつ呼び出して、5体でサテライトキャノンを一斉発射。発射前までスーパーアーマーが付く。 GXのサテライトのみ、着弾地点に爆風を発生させる。 GXの銃口補正はかなり良く、DXのそれみたいにマルチロックしているかの様になることも。 照射の1本1本は細い。射線がずれたり重なったりするので独立した銃口補正がある? DXの覚醒技同様、本体が撃墜されない限りGビットは射撃を続ける。 DXの覚醒技と比べGビットの分横の範囲に優れる(DXは左右に1体づつ、GXは左右に2体づつ)。Gビットと本体で威力の差があるかは不明。 Gビットの耐久力はそれほど高くなく、エピオンの強化時横サブで纏めて消せる程度。 銃口補正と範囲はいいのだが、隙は膨大で基本的に確反なのでよほどリターンが見込める状態でないと生出しは無理。 なお、横初段などから確定で繋がり300近いダメージも出せるので削りきりのコンボにも。 Combos ( はステップ、≫はブーストダッシュ、→はそのままキャンセル。略記はBMG メイン、BZ サブ、ブレ 特格) ※アップデートによってメイン絡みのコンボは変わっている可能性があります。加筆、修正求む。 DAMAGE 備考 Shot start combos BMG10hit 120 basic BMG5hit→BZ 118 5hit丁度で出すことは少ないのでもう少し伸びる? BMG5hit≫BZ 129 同上 BMG5hit→HB 122 同上 BMG5hit≫HB 125 同上 BMG5hit≫LorRNB BZ 187 同上 BMG9hit→BZ 147 BMG9hit≫BZ 155 BZ≫BZ 136 BZ≫HB 136 HB→BMG 132/166 ダウンまでの威力威力はそれぞれタメ無し/タメ有り HB→BZ 132/165 威力はそれぞれタメ無し/タメ有り HB≫BZ 142/175 威力はそれぞれタメ無し/タメ有り HB→HB 138/171 威力はそれぞれタメ無し/タメ有り。どちらも強制ダウン。 HB≫特射 170前後?/200前後? 威力はそれぞれタメ無し/タメ有り。根性ありタメ有りで125+84の209ダメを確認 HB≫BD 163?/196? 威力はそれぞれタメ無し/タメ有り HB≫NN BZ 192 Nを出し切ると最終段が1hit時点で強制ダウンして179 N melee combos N HB→BZ ??? すぐ終わる。 NN SPS 233? 前ステ推奨。 NN DA ??? NN NNN 216 NNN≫後BZ ??? 地上or地上付近で地走移行可能 NNN≫BD格 211 強制ダウン 前格始動 前N BZ BZ 201 強制ダウン LorR melee combos 横 特射 217 前ステ推奨。手早く200超え 横 BMG7hit 138 離脱コン 横 横N BZ 197 虹合戦等初段でステップしたときの主力 横 横N BMG2hit? 176? 最終段で足が止まらない 横N BMG5hit 166 安いが足は止まらない 横N NNN(1hit) 204 N3段目は1hitで強制ダウン 横N 横N 186 強制ダウン 横N 横1 BZ 206 打ち上げ強制ダウン 横N 前N BZ 214 打ち上げ強制ダウン 後格始動 後→射 123 強制ダウン とりあえず無難 BD格始動 BD格≫BD格 175 地対地可だが、前に坂があると無理 BD格≫NNN(1hit) 187 繋ぎのNは少し遅らせること BD格 横N 179 覚醒時 A覚/B覚 横 覚醒技 298/ デスコン候補 BZ≫BZ 150/140 非強制ダウン BZ≫BZ≫BZ 186?/173 強制ダウン 後 後 覚醒技 ??? PVコン Tactics 優秀な射撃武装に複数のズサキャン、1発兵器をも併せ持つ弾幕機体。BRこそ無いが変則万能機的な運用が可能。 強誘導のMG、高弾速のBZ、横に広いハモニカ砲ととにかく引っ掛けやすい射撃が揃う。 中~近距離での手数は2500コスト中最高峰。敵からするとどの武装も脅威であり、まず放置される事は無いと言っていい。 優秀なメインを軸に射撃戦を行う。マシンガン系の例に漏れずフワステとの相性も抜群。 逃げていく敵には後サブやハモブレ。見合う敵にはメインで動かしハモニカ照射をちらつかせると相手にとってはやりにくい事この上ない。 特に赤ロックギリギリ程度の距離は後サブが強い。 直線軌道の武装はメインにハモニカ二種もあるので中距離以遠でとりあえず使う場合は後サブ安定。 格闘は差し込みに優れる。ただ、ハモニカという優秀な武装があるので奥の手と言ったところか。 ハモニカブレードは近距離で引っ掛けやすく、2連射できる上にBZキャンもできるので自衛力はある。 覚醒技はサテライトキャノン。範囲と銃口補正が優秀でコンボにも組み込んで大ダメージを与えられるが長時間足が止まってしまう。 劣勢な時は狙ってみるのも良いが優勢の時は無理に使う必要はなさそうである。 弱点は中距離でのダメージ効率の悪さと地走ゆえの縦軸の機動力の無さ。 ダメージ効率は手数で補えるが、上下に動けないのはかなりどうしようもない。 上昇が遅いことに加えMFのようなジャンプも無いので、高空で格闘をくらう味方を助ける事がとても苦手。 ゆえにファンネル系武装も苦手。サザビーや00のCSの様な面制圧してくる武装も苦手。 横軸機動に関してはズサキャンもあって超優秀。 機体が小さいのもあり、中距離でBRしか攻め手が無い様な相手にはひたすら走り回れる。 覚醒考察 現状ではA覚の強みである覚醒技で覚醒が終わらない特性がほぼ無意味である上、格闘も威力が伸びづらい。 足が止まるものばかりな武装やロック距離、ブースト燃費的にB覚醒が基本的に安定。 特に青ステとの相性は全機最高峰といってもいいほどによく、近接ではハモ砲/ブレを絡めて極めて強力な押し付けが可能。 振り向かず青ステキャンメインができるのも強い。 ただしBZ/ハモブレ/特射の青ステは接地判定では無いので注意。 僚機考察 コストもあって、それなりに相方は選ばない方。 ただしいわゆる「後衛機」ではなく、「ミニ3000」あるいは「デカくなった1000」としての性質が強い前衛寄りの機体なので、最も相性が良いのは実は3000よりは中コストや低コスト。 依然として前衛機としての色が濃い機体だが、アプデを経て以前程追い殺せる性能では無くなり、相方と展開次第で後衛として動く事も視野に。 それでも先落ち安定と言えるレベルで攻めっ気の強い性格の機体ではある。 ツイート
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ニコニコ動画保存ツール 「nicovine」
https://w.atwiki.jp/nico_player/pages/51.html
スクリプトによる機能拡張検索・マイリスト・ランキングをTubePlayerっぽく一覧表示しつつ画像の一覧表示もする ローカルファイルを検索し表示 マイページに登録されているうち、ダウンロード済みアイテムのプレイリストを作成し開く プレイリストウィンドウにプレイリストファイルをドラッグ&ドロップする(Cランタイム使用) コメント スクリプトによる機能拡張 検索・マイリスト・ランキングをTubePlayerっぽく一覧表示しつつ画像の一覧表示もする ソースファイルをメモ帳などに貼り付け、拡張子(.hta)でNicoPlayerのインストールフォルダに保存し実行してください(同じ場所にprototype.jsも置いてください)。もし他の場所に起きたい場合はpathOfDownloadとpathOfNicoPlayerをそれぞれの環境に合わせて編集してください(セパレータはスラッシュ/もしくはダブルバックスラッシュ\\です)。タイトルや再生数などのパラメタを表形式・及び画像で一覧表示します。フィードバックを強化しました。青字はダウンロード済みでクリックすると再生、赤字はまだでクリックすると該当行を強調してダウンロードを開始します。この強調は再表示で解除されます。TitleやPなどヘッダをクリックすると該当項目でソートします(基本降順以後トグル)。 hta application maximizebutton="no" selection="yes" navigable="no" scroll="no" singleinstance="yes"/ html head meta http-equiv="MSThemeCompatible" content="yes" style #display { border 3px double red; color red; text-align center; } #target { width 100%; height 90%; overflow-y scroll; } body { background-color #f7f7f7; } div { border solid 1px #ccc; } table { font-size 9pt; width 100%; } th { background-color black; color white; cursor pointer; } img { width 98%; margin 3px; cursor pointer; } .even { background-color #f7f7f7; cursor pointer; } .odd { background-color #ffffff; cursor pointer; } .omo { background-color #e0ffe0; } .download { color red; } .play { color blue; } .downloaded { color blue; background-color #b7ffb7; } .downloading{ color red; background-color #ffb7b7; } .playing { color blue; background-color #b7b7ff; } .activet { background-color #ccc; } /style script type="text/javascript" src="prototype.js" /script script type="text/javascript" var pathOfDownload = ""; // ダウンロードパス(任意) var pathOfNicoPlayer = ""; // NicoPlayerインストールパス(任意) var width = 800, height = 800; var lastSortKey = "", download = {}; var fileTemplate = "#{title}(#{name}).flv"; var $_ = function( target, key ) { return $A( target.getElementsByTagName( key ) ); } window.onload = function() { resizeTo( width, height ); var display = document.getElementById( "display" ); try { Prototype } catch( e ) { display.innerHTML = "prototype.jsが見つかりません。 a href= http //www.prototypejs.org/ " + "こちら /a よりダウンロードして同じフォルダにおいてください。"; return; } if( !pathOfNicoPlayer ) { unescape( window.location ).match( /file \/\/\/(.+)\// ); pathOfNicoPlayer = RegExp.$1; } if( !ini.load( pathOfNicoPlayer + "/nicoplayer.ini" ) ) { display.innerHTML = "NicoPlayerが見つかりません。同じフォルダにおいてください。"; return; } if( !pathOfDownload ) { pathOfDownload = ini.download.SavePath; } display.innerHTML = "起動中です。しばらくお待ちください。"; movies.load( pathOfDownload ); Element.hide( "display" ); resizeTo( width, height ); setInterval( "interval();", 5000 ); } // 周期的(5000ms)にダウンロードリストを走査 interval = function() { for( name in download ) { if( movies.exist( name ) ) { movies[name].className = "downloaded"; var target = $( name ); if( target ) { with( Element ) { target.className = target.className.replace( /downloading/g, "" ); target.className += " downloaded"; } } delete download[name]; } } } movies = { init function() { init( this, "^(init|load|exist)$" ); }, load function( path ) { this.init(); var fs = new ActiveXObject( "Scripting.FileSystemObject" ); var files = new Enumerator( fs.GetFolder( path ).Files ); while( !files.atEnd() ) { if( files.item().Name.match( /((sm|ax)\d+).*\.flv$/ ) ) { this[RegExp.$1] = { path files.item().Path, exist true, className "play" }; } files.moveNext(); } }, exist function( name ) { var fs = new ActiveXObject( "Scripting.FileSystemObject" ); if( fs.FileExists( this[name].path ) ) { this[name].exist = true; return true; } } } init = function( node, mask ) { for( var key in node ) { if( !RegExp( mask, "" ).test( key ) ) { delete node[key]; } } } // nicoplayer.iniが対象(一般的なiniファイルにも有効) ini = { // 読み込み済み項目があれば削除(操作プロパティinit/loadを除く) init function() { init( this, "^(init|load)$" ); }, // iniファイルのパスを引数に取りini以下にセクションと値の組を展開 load function( path ) { this.init(); try { var file = ( new ActiveXObject( "Scripting.FileSystemObject" ) ).OpenTextFile( path ); } catch ( e ) { return; } var buffer, section; while( !file.AtEndOfLine ) { var line = file.ReadLine(); // セクション取得 if( line.match( /^\[(.+)\]$/ ) ) { var newSection = RegExp.$1; if( section !section.match( /^(init|load)$/ ) ) { this[section] = buffer; } buffer = {}; section = newSection; } // 設定値取得 if( buffer line.match( /^([^=]+)=(.*)$/ ) ) { buffer[RegExp.$1] = RegExp.$2; } } file.Close(); return this; } } list = { list [], index -1, load function( newlist ) { if( 0 = this.index ) { this.list = this.list.slice( 0, this.index + 1 ); } this.list.push( newlist ); this.index++; }, add function( addlist ) { ( !this.list[this.index] ) ? ( this.load( addlist ) ) ( this.list[this.index] = this.list[this.index].concat( addlist ) ); }, reverse function() { if( !this.list[this.index] ) { return; } this.list[this.index] = this.list[this.index].reverse(); }, back function() { if( 0 this.index ) { this.index--; } }, forward function() { if( this.index this.list.length - 1 ) { this.index++; } }, active function() { return this.list[this.index]; }, sort function( key, order ) { if( !this.list[this.index] ) { return; } if( key == lastSortKey ) { this.reverse(); } else { this.list[this.index] = this.list[this.index].sortBy( function( items ) { var value = items[key] + ""; if( key == "title" ) { return value; } else { value = value.gsub( "[^0-9]", "" ) - 0; } return ( order == "desc" ) ? value -value; } ); lastSortKey = key; } } } EscapeUTF8=function(str){ return str.replace(/[^*+.-9A-Z_a-z-]/g,function(s){ var c=s.charCodeAt(0); return (c 16?"%0"+c.toString(16) c 128?"%"+c.toString(16) c 2048?"%"+(c 6|192).toString(16)+"%"+(c 63|128).toString(16) "%"+(c 12|224).toString(16)+"%"+(c 6 63|128).toString(16)+"%" +(c 63|128).toString(16)).toUpperCase() }) }; search = function() { list.load( [] ); lastSortKey = ""; this.index = 0; this.timer = setInterval( "search.exec();", 1000 ); this.request = function() { if( 3 = ++this.index ){ clearInterval( this.timer ); search.instance = null; } var key = EscapeUTF8( $F( "keyword" ) ); var option = $( "sort" ).value + " page=" + this.index; var url = "http //www.nicovideo.jp/search/" + key + "?" + option; new Ajax.Request( url, { method "get", onSuccess function( response ) { var buffer = document.createElement( "div" ); buffer.innerHTML = response.responseText; var pageGuides = { root { tag "table", index 7 }, blocks { tag "td" } }; var blocksGuides = [ ["time", "strong", 0], ["play", "strong", 1], ["src", "img", 1, "src"] , ["comment", "strong", 2], ["mylist", "strong", 3] , ["title", "a", 1], ["name", "a", 1, "href", "((sm|ax)\[0-9]+)"] ]; var blocks = parsePage( buffer, pageGuides ); var items = parseBlocks( blocks, blocksGuides ); list.add( items ); refreshTable(); } } ); } this.request(); } search.instance; search.exec = function() { if( !this.instance ) { this.instance = new this(); } else { this.instance.request(); } } ranking = function() { lastSortKey = ""; var option = [$F( "rsort" ), $F( "rspan" ), $F( "rgenre" )]; var url = "http //www.nicovideo.jp/ranking/" + option.join( "/" ); new Ajax.Request( url, { method "get", onSuccess function( response ) { var buffer = document.createElement( "div" ); buffer.innerHTML = response.responseText; var pageGuides = { root { tag "table", index 7 }, blocks { tag "tr" } }; var blocksGuides = [ ["time", "strong", 0], ["date", "strong", 1], ["play", "strong", 2] , ["comment", "strong", 3], ["target", "p", 1, "([0-9,]+)" ], ["src", "img", 1, "src"] , ["title", "a", 1], ["name", "a", 1, "href", "((sm|ax)\[0-9]+)"] ]; var blocks = parsePage( buffer, pageGuides ); blocks = blocks.findAll( function( block, index ) { return ( index % 2 ) == 0; } ); var items = parseBlocks( blocks, blocksGuides ); list.load( items ); refreshTable(); } } ); } mylist = function() { lastSortKey = ""; var url = "http //www.nicovideo.jp/mylist/" + $F( "mylistkeyword" ); new Ajax.Request( url, { method "get", onSuccess function( response ) { var buffer = document.createElement( "div" ); buffer.innerHTML = response.responseText; var pageGuides = { root { tag "table", index 6 }, blocks { tag "tr" } }; var blocksGuides = [ ["date", "strong", 0], ["time", "strong", 1] , ["play", "strong", 2], ["comment", "strong", 3], ["src", "img", 1, "src"] , ["title", "a", 1], ["name", "a", 1, "href", "((sm|ax)\[0-9]+)"] ]; var blocks = parsePage( buffer, pageGuides ); var items = parseBlocks( blocks, blocksGuides ); list.load( items ); refreshTable(); } } ); } parsePage = function( buffer, guides ) { with( guides ) { return $_( $_( buffer, root.tag )[root.index], blocks.tag ) } } parseBlocks = function( blocks, guides ) { var items = []; blocks.each( function( block ) { var buffer = {}; guides.each( function( g ) { with( { key g[0], tag g[1], index g[2], param g[3], regex g[4] } ) { var value = $_( block, tag )[index][param ? param "innerHTML"]; if( regex ) { new RegExp( regex, "" ).exec( value ); value = RegExp.$1; } buffer[key] = value; } } ); items.push( buffer ); if( !movies[buffer.name] ) { var fileName = ( new Template( fileTemplate ) ).evaluate( buffer ); movies[buffer.name] = { path pathOfDownload + "\\" + fileName, className "download" }; } } ); return items; } lastMode = "string"; var refreshTable = function( mode ) { switch( mode ) { case "string" $( "rstring" ).className = "activet"; $( "rimage" ).className = ""; refreshStringTable(); lastMode = mode; break; case "image" $( "rstring" ).className = ""; $( "rimage" ).className = "activet"; refreshImageTable(); lastMode = mode; break; default refreshTable( lastMode ); break; } } var header = [ ["■", "index", "asc"], ["Title", "title", "desc"], ["P", "play", "asc"] , ["C", "comment", "asc"], ["M", "mylist", "asc"] , ["Time", "time", "asc"], ["ID", "name", "desc"] ]; refreshStringTable = function() { var ths = ""; header.each( function( item, index ) { ths += ( new Template( " th onclick= list.sort(\"#{key}\", \"#{order}\");refreshTable(); " + " onmouseover= this.style.cssText=\"background-color white; color black\" " + " onmouseout= this.style.cssText=\"\" #{label} /th " ) ).evaluate( { label item[0], key item[1], order item[2] } ); } ); var thead = " thead tr " + ths + " /tr /thead "; var trs = ""; list.active().each( function( items, index ) { if( !items.index ){ items.index = index + 1; } var tds = ""; header.each( function( value, index ) { tds += " td " + ( items[value[1]] ? items[value[1]] "-" ) + " /td "; } ); var trsvalue = { c1 ( index % 2 ) ? "odd" "even" //, c2 movies[items.name].exist ? " play" " download" , className movies[items.name].className , omover "this.className += \" omo\";" , omout "this.className = this.className.replace(/ omo/g, \"\");" , oc "action( this );", id items.name }; trs += ( new Template( " tr class= #{c1} #{c2} #{className} onclick= #{oc} " + "onmouseover= #{omover} onmouseout= #{omout} id= #{id} " ) ).evaluate( trsvalue ) + tds + " /tr "; } ); var tbody = " tbody " + trs + " /tbody "; $( "target" ).innerHTML = " table " + thead + tbody + " /table "; } refreshImageTable = function() { var trs = " tr "; var tds = ""; list.active().each( function( items, index ) { if( !( index % 5 ) ) { trs += tds + " /tr "; tds = " tr "; } items.state = movies[items.name].exist ? "playing" "downloading"; tds += ( new Template( " td id= #{name} align= center class= #{state} onclick= action( this ) " + " img src= #{src} title= #{title}\n再生 #{play} コメント #{comment} / /td " ) ).evaluate( items ); if( index == list.active().length - 1 ) { trs += tds + " /tr "; } } ); var tbody = " tbody " + trs + " /tbody "; $( "target" ).innerHTML = " table " + tbody + " /table "; } execBuildupCommand = function( argument ) { var shell = new ActiveXObject( "WScript.Shell" ); shell.Run( "\"" + pathOfNicoPlayer + "\\NicoPlayer.exe\" " + argument + " -inactive", 0, true ); shell = null; } playingBefore = undefined; action = function( node ) { var movieName = node.id; if( movies[movieName].exist ) { if( playingBefore ) { movies[playingBefore].className = "play"; var bnode = $( playingBefore ); if( bnode ) { bnode.className = bnode.className.replace( / playing/g, "" ); bnode.className += " play"; } } movies[movieName].className = "playing"; node.className = node.className.replace( / downloaded/g, "" ); node.className = node.className.replace( / play/g, "" ); node.className += " playing"; playingBefore = movieName; execBuildupCommand( "\"" + movies[movieName].path + "\"" ); } else { movies[movieName].className = "downloading"; node.className.replace( / download/g ); node.className += " downloading"; download[movieName] = false; execBuildupCommand( "http //www.nicovideo.jp/watch/" + movieName ); } } /script /head body div id="display" JavaScriptを有効にしてください。 /div table id="controller" tr form onsubmit="search.exec();return false;" td input type="text" id="keyword" value="初音ミク" select id="sort" option value="" 投稿日時が新しい /option option value="order=a" 投稿日時が古い /option option value="sort=v" selected 再生が多い /option option value="sort=v order=a" 再生が少ない /option option value="sort=n" コメントが新しい /option option value="sort=n order=a" コメントが古い /option option value="sort=r" コメントが多い /option option value="sort=r order=a" コメントが少ない /option /select input type="submit" value="検索" / /td /form form onsubmit="mylist();return false;" td input type="text" id="mylistkeyword" value="2949389/2632878" / input type="submit" value="マイリスト" / /td /form form onsubmit="ranking();return false;" td select id="rsort" option value="view" 再生 /option option value="res" コメント /option option value="mylist" selected マイリスト /option /select select id="rspan" option value="newarrival" 新着 /option option value="daily" selected 本日 /option option value="weekly" 週間 /option option value="monthly" 月間 /option option value="total" 合計 /option /select select id="rgenre" option value="all" すべて /option option value="music" selected 音楽 /option option value="game" ゲーム /option /select input type="submit" value="ランキング" / /td /form /tr /table table id="selector" cellspacing="0" style="border solid 1px #ccc; border-bottom 0px" tr td id="rstring" width="45%" align="center" style="cursor pointer;" onclick="refreshTable( string );" class="activet" 一覧 /td td id="rimage" width="45%" align="center" style="cursor pointer;" onclick="refreshTable( image );" 画像一覧 /td td align="center" style="cursor pointer;" onclick="list.back();refreshTable();" 戻る /td td align="center" style="cursor pointer;" onclick="list.forward();refreshTable();" 進む /td /tr /table div id="target" /div /body /html ローカルファイルを検索し表示 最上部のテキストボックスにキーワードを入力してTabキーを押すと、ローカルファイルを検索しマッチするファイルをリストアップします。お好きなファイルをクリックして再生してください。onchangeではなくonkeyupを使うとインクリメンタル検索になるのですが、このロジックだと重すぎて実用的ではないのでやめました。 hta application maximizebutton="no" selection="yes" navigable="no" scroll="yes" singleinstance="yes"/ html head meta http-equiv="MSThemeCompatible" content="yes" style ul { list-style-type none; margin 1px; } li { cursor pointer; width 100%; border 3px double; margin 3px; font-size 12px } /style script type="text/javascript" src="prototype.js" /script script type="text/javascript" var pathOfDownload = "ダウンロードパス"; // ex) D \\Download var pathOfNicoPlayer = "NicoPlayerインストールパス"; var localFlvFiles; $_ = function( target, key ) { return $A( target.getElementsByTagName( key ) ); } $_A = function( target, key ) { return target.getAttribute( key ); } onLoad = function( link ) { resizeTo( 500, 800 ); showList(); } showList = function() { searchFlvFiles(); // 検索 var keyword = $F( "keyword" ); if( keyword ) { localFlvFiles = localFlvFiles.findAll( function( file ) { return RegExp( keyword, "i" ).test( file.Name ); } ); } // リストクリア var ul = $( "target" ); $A( ul.childNodes ).each( function( child ) { ul.removeChild( child ); } ); // リスト追加 localFlvFiles.each( function( file, index ) { var li = document.createElement( "li" ); li.setAttribute( "onclick", new Function( "play( \ " + index + "\ );" ) ); file.Name.match( /(.*)\.flv$/ ); var text = document.createTextNode( RegExp.$1 ); li.appendChild( text ); ul.appendChild( li ); } ); } searchFlvFiles = function() { if( !localFlvFiles ) { localFlvFiles = $A(); } else { localFlvFiles.clear(); } var fs = new ActiveXObject( "Scripting.FileSystemObject" ); var files = new Enumerator( fs.GetFolder( pathOfDownload ).Files ); while( !files.atEnd() ) { if( files.item().Name.match( /(sm\d+).*\.flv$/ ) ) { localFlvFiles.push( files.item() ); } files.moveNext(); } } execBuildupCommand = function( argument ) { var shell = new ActiveXObject( "WScript.Shell" ); shell.Run( "\"" + pathOfNicoPlayer + "\\NicoPlayer.exe\" " + argument, 0, true ); shell = null; } play = function( index ) { execBuildupCommand( "\"" + localFlvFiles[index].Path + "\"" ); } /script /head body onload="onLoad();" input type="text" id="keyword" onchange="showList();" / ul id="target" / /body /html マイページに登録されているうち、ダウンロード済みアイテムのプレイリストを作成し開く ソースファイルをメモ帳などに貼り付け、拡張子(.js)で保存してください。 pathOfNicoPlayerとpathOfDownloadをそれぞれの環境にあったパスに変更してください。 使う時はクリップボードにマイページのアドレス(http //~/0000000/000000 省略不可)を コピーしてダブルクリックしてください。 またNicoPlayerのプレイリストウィンドウが表示されていれば、自動的に開きます。 // 環境設定 var pathOfNicoPlayer = "NicoPlayerのインストールパス(パスセパレータ \\)"; var pathOfDownload = "動画ファイルのダウンロードパス(同上)"; // クリップボードからマイページのアドレスを取得 var ieObject = new ActiveXObject( "InternetExplorer.Application" ); ieObject.Navigate( "about blank" ); while ( ieObject.Busy ) { WScript.Sleep( 100 ); } var addressOfMypage = ieObject.Document.parentWindow.clipboardData.getData( "text" ); ieObject.Quit(); // マイページアドレスが取得できなかった場合入力ウィンドウを表示(Excelのインストールが必要) if( !addressOfMypage.match( /.*\/([0-9]+)\/([0-9]+)/ ) ) { var excelObject = WScript.CreateObject( "Excel.Application" ); if( excelObject != null ) { addressOfMypage = excelObject.InputBox( "マイページのアドレスを入力してください" ); excelObject.Quit(); } } // Msxml2(IE6標準)によりマイページのGETリクエスト送出 var httpObject = WScript.CreateObject( "Msxml2.XMLHTTP" ); httpObject.onreadystatechange = function() { if( httpObject.readyState == 4 ) { getRequestPage( httpObject ); } } // open( , , false )は同期指定(さもないと取得前にプログラムが終了する) httpObject.open( "GET", addressOfMypage, false ); httpObject.send( "" ); function getRequestPage( httpObject ) { // マイページのテキストを検索しID(sm[0-9]+)をリストアップ var requestPageText = httpObject.responseText; var mypageIdList = requestPageText.match( /sm[0-9]+/g ); if( mypageIdList == null ) { return; // IDが見つからず } // ダウンロードフォルダを検索し.flvファイルをIDに基づいてリストアップ var filesHash = {}; var fsoObject = WScript.CreateObject( "Scripting.FileSystemObject" ); var filesCollection = fsoObject.GetFolder( pathOfDownload ).Files; for( var file = new Enumerator( filesCollection ); !file.atEnd(); file.moveNext() ) { var fileName = file.item().Name; if( fsoObject.GetExtensionName( fileName ) == "flv" ) { filesHash[fileName.match( /sm[0-9]+/ )] = file.item().Path; } } // マイページのIDとローカルファイルを紐付けプレイリスト形式にする var newPlaylistText = "", newDownloadListText = ""; for( var i = 0; i mypageIdList.length; i += 2 ) { if( filesHash[mypageIdList[i] ] != undefined ) { newPlaylistText += filesHash[mypageIdList[i] ] + "\n"; } } // プレイリストファイル(.m3u)に落とす addressOfMypage.match( /.*\/([0-9]+)\/([0-9]+)/ ); var newPlylistFileName = RegExp.$1 + "_" + RegExp.$2 + ".m3u"; // OpenTextFile( , 2, true )の2は書出指定(読込1・追記8)、trueは新規作成あり var pathOfNewPlaylistFile = pathOfNicoPlayer + "\\" + newPlylistFileName; var newPlaylistFile = fsoObject.OpenTextFile( pathOfNewPlaylistFile, 2, true ); newPlaylistFile.Write( newPlaylistText ); newPlaylistFile.Close(); // NicoPlayerが.m3uファイルのD&Dに対応すると、以下の全ては次の1行になります // shellObject.Run( "\"" + pathOfNicoPlayer + "\\NicoPlayer.exe\" \"" + pathOfNewPlaylistFile + "\"" ); // プレイリストファイルパスをクリップボードへコピー var ieObject = new ActiveXObject( "InternetExplorer.Application" ); ieObject.Navigate( "about blank" ); while ( ieObject.Busy ) { WScript.Sleep( 100 ); } ieObject.Document.parentWindow.clipboardData.setData( "text", pathOfNewPlaylistFile ); ieObject.Quit(); // NicoPlayerのプレイリストウィンドウに登録する var shellObject = WScript.CreateObject( "WScript.Shell" ); shellObject.AppActivate( "NicoPlayer - プレイリスト" ); WScript.Sleep( 100 ); shellObject.SendKeys( "^O" ); WScript.Sleep( 100 ); shellObject.SendKeys( "^V" ); WScript.Sleep( 100 ); shellObject.SendKeys( "%O" ); } プレイリストウィンドウにプレイリストファイルをドラッグ&ドロップする(Cランタイム使用) 使い勝手向上のためぜひともD&Dを実装したかったが、スクリプトのみでは実装できなかった。 WindowsAPIをVBAでラップすれば可能だが、あまりに煩雑なので断念した。 [マイページに登録されているうち、ダウンロード済みアイテムのプレイリストを作成し開く]の \// NicoPlayerが.m3uファイルのD&Dに対応すると、以下の全ては次の1行になります 以下を次のように置き換える。 var shellObject = new ActiveXObject( "WScript.Shell" ); shellObject.Run( "\"ランタイム名.exe\" \"CWndPlayList\" \"NicoPlayer - プレイリスト\" \"" + pathOfNewPlaylistFile + "\"", 0 ); shellObject = null; ランタイム(正確には違うが)のコードは以下の通り。 開発環境はMicrosoft公式を参考にしてください。 #define STRICT #include windows.h #include cstring // DnD操作におけるOS領域のメモリ構造定義 typedef struct drop_files{ DWORD pFiles; POINT pt; bool fNC; bool fWide; } DropFiles; int main( int argc, char *argv[] ) { // パラメータが3個([0]は実行ファイルのパス)未満なら終了 if( argc 4 ) { return 0; } // 指定窓が見つからなければ終了 // ([1] クラス名・[2]タイトル、空文字列も検索条件、無効にするにはNULL) HWND hWndTarget = FindWindowExA( NULL, NULL, argv[1], argv[2] ); if( !hWndTarget ) { return 0; } // D&D操作のための情報を作成 DropFiles df = { sizeof( DropFiles ), { 0, 0 }, false, false }; char *file = argv[3]; // OS領域のメモリリソースを確保し情報を転送 HGLOBAL hGlobalMemory = GlobalAlloc( GHND, sizeof( DropFiles ) + strlen( file ) + 1 ); void *p = GlobalLock( hGlobalMemory ); memcpy( p, ( void * ) df, sizeof( DropFiles ) ); memcpy( ( char * )p + sizeof( DropFiles ), ( void * )file, strlen( file ) + 1 ); GlobalUnlock( hGlobalMemory ); // 指定窓に通知 PostMessageA( hWndTarget, WM_DROPFILES, ( WPARAM )hGlobalMemory, 0 ); // OS領域のメモリリソースを開放 GlobalFree( hGlobalMemory ); return 0; } コメント スクリプト実行時の制約を軽減(マウス・キーボードを触ると失敗しやすい等)したが、敷居が大幅に高くなってしまった。やはり本家に特定拡張子(.m3u / .lst等)のD D対応をお願いしたいところ。 - 名無しさん 2007-11-24 17 58 53 [ローカルファイルを検索し表示]を追加。こちらはサイズ制限が先の話なので調子に乗ってます(^-^。膨張したライブラリの任意再生にどうぞ。 - 名無しさん 2008-01-15 02 54 44 [検索を表示する]を追加。パーサをシンプルにしようとしたら余計にカオスに…。 - 名無しさん 2008-01-19 16 33 52 [検索・ランキング・マイページをTubePlayerっぽく一覧表示する]でNicoPlayer以外で開くにはactionの中を書き換えるといいです。ブラウザで開くならwindow.open("~watch/" + movieName,"","");、HTAからSleipnirを開くなら(new ActiveXObject("Sleipnir.API")).NewWindow("~watch/"+movieName,true);でいけます。ちなみに拡張子を.htaではなく.htm[l]で保存してもブラウザでほぼ動きます(ただし警告でまくり、この場合Sleipnirでもwindow.open()で開ける)。 - 名無しさん 2008-01-26 17 29 21 [TubePlayerっぽく一覧表示]のフィードバック他を変更しました。テキストボックスでEnterがきくようになり、ソートの不具合が改善されました。 - 名無しさん 2008-01-27 11 01 14 [TubePlayerっぽく一覧表示]にランキングの画像表示を統合しました(マイリスト・検索にも対応)。一覧と画像一覧の作りこみの差が手に取るように分かりますがネ(。ω。 - 名無しさん 2008-01-27 19 20 31 [TubePlayerっぽく一覧表示]のpathOf~を自動取得するようにしてみました(NicoPlayerと同じフォルダにあることが前提)。任意に設定すればスルーするので、好きな場所におきたい方はそちらで。ini以下にnicoplayer.iniを階層維持のまま展開しているので何かに使えるかも。ini.main.RecentOpen0とかini.playlist.ListPathとかとか。 - 名無しさん 2008-01-30 23 08 16 [TubePlayerっぽく一覧表示]にエラー処理(prototype.jsがない/NicoPlayerが見つからない/JavaScriptが無効)を追加。iniを拡張して全域から参照可能にしました。ini.load(ファイルパス)で読み込み、ini.initで初期化。構造上init/loadセクションはあっても読み飛ばします。必要ならプロパティ名と例外判定/^(init|load)$/2箇所をいじってください。 - 名無しさん 2008-01-31 21 06 54 [TubePlayerっぽく一覧表示]のリスト管理を整理。ついでに戻ると進むを追加。検索・マイページ・ランキングを開くと進み、ソートは最後の並びが残ります。戻った状態で新たに開くと、それより先の記録はリセットされます。ブラウザの戻る・進むと同じ挙動です。listに格納する情報を追加すれば、履歴一覧とかも楽にいけます。 - 名無しさん 2008-02-02 02 24 59 [TubePlayerっぽく一覧表示]のバグバグを修正(検索時ページが更新されない・同じ動画を複数表示するとインデックスが狂う・他)。ダウンロードパスの全検索を起動時のみにし、以後はファイル名きめうちの二段構えにしてファイル数が多い場合体感で分かるほど軽く(ダウンロードが終了すると数秒以内に赤背景 緑背景になりますが、タイトルとファイル名が違う場合(*が含まれる場合など)は再起動するまで認識しません)。フィードバックをページ横断式に変更(同じ動画ならページを切り替えても強調が維持されます)。結果としてデザインとロジックが融合した素敵コードに…行数も500間近…そろそろ分離しないと。 - 名無しさん 2008-02-02 09 13 34 名前
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オリジナルページ ttp //forums.relicnews.com/showthread.php?t=142673 Im going to assume that everyone knows where the NIS tool is located, how to start a new NIS, and know how to place actors (Search for it, I know its out there somewhere). 私は、NISツール(新しいNISを始める方法)が位置する所で、誰でも知っていると仮定して、俳優を置く方法を知っているつもりです。 (それを捜してください、私はそれがどこかに向こうにあるということを知っています)。 Before you can do anything "usefull" with the NIS tool, you have to understand the timeline. あなたがNISツールで「usefull」を何にでもすることができる前に、あなたは「Timeline」を理解しなければなりません。 The timeline can be accesed near the play button on the rollup menu (it says "Timeline", so you caint miss it). スケジュールは、ロールアップメニュー(それは「Timeline」を言うので、あなたはそれを逃すことができません)のプレイボタンの近くでアクセスされることができます。 The timeline controls everything that happens in a NIS. Every Camera, Actor, Effect, ect. will have its own place in the Timeline. I explained the timeline a little in this pic 「Timeline」は、NISで起こるすべてを支配します。あらゆるCamera、Actor、Effect、ect.はTimelineでそれ自身の場所を持ちます。私は、この写真の中でスケジュールを少し説明しました: Keyframes are the red nodes in the Timeline. Keyframes control what the actors do, when to do it, and how long to it in certain cases (Movement). To insert a keyframe on the timeline, select the apropriate point in the timeline and hit "Insert" on the keyboard. You will be asked different things, depending on where you added the keyframe. キーフレームは、Timelineの赤いノードです。キーフレームは、俳優が何をするか、いつそれをするべきか、そして、特定のケース(運動)がそれに中でどれくらい長いか制御します。スケジュールに関してキーフレームを挿入するために、スケジュールでapropriateな点を選んで、キーボードの「Insert」を押しててください。あなたがキーフレームを加えたところに従い、あなたは異なるものを尋ねられます。 I only add keyframes under the Animation or Custom Anitmation channels for Actors and trigger keyframes for effects. The movement keyframes are generated automaticly (I ll explain later). 『私』は、影響のためにActorsとトリガーキーフレームのためにAnimationまたはCustom Anitmationチャンネルの下にキーフレームを加えるだけです。運動キーフレームは、automaticlyに発生します(私は、後で説明します)。 Adding weapons for troops 軍隊を守る武器を加えること When you have a soldier for example, your going to want to arm him with some sort of weapon, wether it be a rifle, grenade, or bazooka maybe. Doing this requres two commands for a single keyframe. Select the first keyframe under the solder in the animation channel(use the rifleman.abp actor for this example) and hit insert. When the menu pops up, select the "m1garand_visible" under the STATE list. Change the value "off" to "on" and click update (This is all on the rollup menu). Now hit insert over the same keyframe and find the "rifle_state" command under the STATE list. Change "invisible" to watever suits the scene at the moment (like aim, fire, cooldown, ect.). Now your rifleman should have an m1garand rifle in his hands if you did everything correctly. For a bazooka, you need to use different commands (All under the STATE list still). To issue your fine soldier a bazooka, select the "m9_bazooka_visible" instead of "m1garand_visible". Now add another keyframe on top of that one, just like before, only use "bazooka_state" (....so complicated!). Again, you need to change the settings for the command to suite the scene at the moment. I hope that explains how to give your troops guns. Certain troops will only take certain guns. An engineer actor will NOT take an m1_garand, for example. However, an engineer WILL take weapons that can be picked up in the game, such as bazookas and panzerchrecks. Be carful of which state commands you use as well. A panzerchreck uses the "bazooka_state" command as well. The lightMG42 uses the "lmg_state" command. Moving Actors Another one of the many misteries of the NIS tool is how to actually move your actors. This can be accomplished very easily via the AutoKey button next to the Timeline. Understanding how to use it should be farily straight forward. However, certain things about it make it a little challenging to use effectivly. How it works When you have AutoKey "ON", you may drag your actor where you want him to be. If you are on frame 60, for example, and you move your actor ahead a bit, it will take the time to get to 60 frames for that actor to move to the location you moved him to. Keep in mind, sometimes the actor will move too fast or too slow. Just undo the move then go ahead or back a few seconds then try again. For example, if I moved my actor while at 30 frames, and he went too fast, I would undo the move, then go to 60 frames and try the same move again. A rule of the AutoKey feature is the farther you move your actor, the faster he will go. Here are a few pictures to help (maybe) Sometimes you dont want your actor to move as soon as the NIS starts (Maybe he is shooting at the bad guy, for example). To fix this, AutoKey the actor to its current position (Basicly move him onto himself so that there is a pink dot under him), then AutoKey the actor to wherever he needs to be. I hope that explains it enough. Dont be afraid to ask questions! But their legs wont move! Ahh, this is very simple. Add a new KeyFrame to the very begining of the NIS (Or whenever you actor starts moving) under the Animation channel with the STATE command "Locomotion". Whatever you choose here is up to you. It also depends on how fast your actor is moving. I almost always use "stand_slow" for walking and "stand_medium" for running. There are other usefull comands here as well, I just dont want to go through them! To be continued?--
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[1. Economic Growth] Health/MortalityHIV/AIDS Malaria Fertility Demographic Transition [2. Inequality] [3. Definition of Development] [4. Market Failure] [1. Economic Growth and Fertility/Health/Demographic Transition] Fertility MechanismLowering fertility, more resource is distributed into each childHuman Capital Nutrition Lowering fertility, total size of population decreasesPessimism Malthus, Ehrlich Optimism Kuznets,Simon Neutralism Bloom and Freeman Lowering fertility, child and maternal health status is improvedReduce high order birth Reduce too young and old birth More spacing Prevent unsafe abortion Explain Bleakley story, and relate this to human capital accumulation With mortality decline, country enjoys benefit from demographic dividend Mortality/Health MechanismHealthy people are more productive Living longer, people save more. So increase investment. Living longer, people invest human capital more Decreasing mortality rate, total population is increased Healthy country attracts more FDI With fertility decline, country benefits from demographic dividend Empirical EvidenceMacro LevelBloom, Canning, Sevilla Acemoglu and Johnson Pritchett and Summers Weil Micro LevelSchultz Strauss Bleakley(Malaria) Early child insult Weil and others(Malaria) non or negative impact in the first 30 years, 3% in long run. Young(HIV/AIDS) Bloom, Mahal(HIV/AIDS) # Merson et. al. s textbook Chapter 13 provides good review Population neutralist Bloom and Freeman(1996)(Bloom and Freeman(1998) Fertility Increase and Mortality Decline have different effect) [2.Poverty Reduction/Inequality and XXX] Mortality Kawachi Preston Curve Deaton [3. Definition of Development] Bob Lucas Development as Economic Growth Human Development Index Income, Education, and Health Human Poverty Index Amartya Sen Development as Freedom [Market Failure] Public goods Externalities Information AsymmetriesAdverse Selection Moral Hazard Inequality of initial resource distribution
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ELECTRONICS Extension名 効果 ランク Primary Attributes Secondary Attributes 必要Extension Accelerated target locking ターゲットにかかる時間ー5%/lv 2 Tactics Research anddevelopment Data processing(4) Complex jammng electronics ECMの効果+3%/lv 5 Mechatronics Research anddevelopment Data processing(3),Sensor connection(3),Jamming electronics(5) Data processing CPUの性能+3%/lv 1 Mechatronics Research and development ― Demobilization demobilizerの効率+3%/lv 3 Research and development Mechatronics Data processing(3),Jamming electronics(3) Jamming electronics ECMの効果+3%/lv 3 Mechatronics Tactics Data processing(3) Long distance electronic warfare 電子兵器の最適射程+3%/lv 1 Mechatronics Research and development Jamming electronics(4) Long range targeting ターゲットロック可能距離+5%/lv 1 Mechatronics Tactics Data processing(4) Optimized electronics 電子兵器のCPU使用量ー3%/lv 3 Mechatronics Research and development Data processing(4) Remote sensor amplification Remote sensor amplifierのAccumulator消費ー5%/lv 2 Mechatronics Research and development Data processing(3),Taret analysis(2) Sensor connection Sensor amplifierとRemote Sensor amplifierのターゲットロック時間短縮効果+2%/lv 3 Mechatronics Research and development Data processing(5) Sensor suppressing Sensor suppressorsのターゲットロック時間短縮効果+3%/lv 5 Mechatronics Research and development Data processing(3),Sensor connection(3) Targeting 同時にロックできるターゲットの数+1/lv(ただし上限はロボットの性能に依存) 5 Mechatronics Research and development Data processing(1) 名前 コメント
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