約 5,976,684 件
https://w.atwiki.jp/nicocachenlwiki/pages/24.html
1. 依存ライブラリのダウンロード https //www.bouncycastle.org/download/bouncy-castle-java/#latest から bcprov-jdk15on-*.jar と bcpkix-jdk15on-*.jar と bcutil-jdk15on-*.jar をダウンロードして それぞれリネームして bcprov.jar と bcpkix.jar と bcutil.jar とし、libフォルダに配置します。 2. genCerts.batの実行 これによりcertsフォルダ内に鍵と証明書(ca.cer, ca.jks, site.cer, site.jks)が生成されます。 certsフォルダ内のファイルは公開しないように注意してください。 証明書を再生成したときはNicoCache_nlの再起動も必須です。 3. config.properties へ enableMitm=true を設定 4. ブラウザに生成された認証局の証明書をインポート a) Chrome(Windows10)の場合 a-1. Windowsボタン certmgrと入力 ユーザー証明書の管理 a-2. 信頼されたルート証明機関をクリック後、操作 すべてのタスク インポート a-3. certs/ca.cerを選択してインポート a-4. Chromeを再起動 b) Firefoxの場合 b-1. 設定 プライバシーとセキュリティ 証明書 証明書を表示 認証局証明書 インポート b-2. certs/ca.cerを選択 b-3. 「この認証局によるウェブサイトの識別を信頼する」にチェック b-4. Firefoxを再起動します c) Firefoxの場合2 c-1. URLバーにabout configと入力. c-2. security.enterprise_roots.enabledをtrue. c-3. Firefoxを再起動. c-4. これでWindows証明書ストアのルート証明書を認識させることができます d) iPhoneの場合 d-1. ca.cerをメールで添付して送ります (注:ca.jksの方は機密情報が入っているので送らないで下さい) d-2. ca.cerを開いてプロファイルのインストールを行います。 d-3. 設定 一般 情報 証明書信頼設定 から ルート証明書を全面的に信頼します 注: pacファイルを利用している場合はpacファイルが古くないか確認! - ... // nicovideo,smile,nimg,dmcへのアクセスを全てNicoCache_nl経由にする proxy.pac // https対応 function FindProxyForURL(url, host) { if ((shExpMatch(host, "*.nicovideo.jp") || shExpMatch(host, "*.smilevideo.jp") || shExpMatch(host, "*.nimg.jp") || shExpMatch(host, "*.dmc.nico") ) (url.indexOf("http ") == 0 || url.indexOf("https ") == 0)) { return "PROXY 127.0.0.1 8080"; } return "DIRECT"; } ユーティリティソフト 証明書管理ユーティリティを作成しました NicoCache_nl Easy Batch.7z_2020/08/15版 BouncyCastleでダウンロードしたbcprov-jdk15on-*.jarとbcpkix-jdk15on-*.jarをgenCerts.batで実行してファイルが出ない場合は、高速インストーラのなかにあるbcprov-jdk15on-*.jarとbcpkix-jdk15on-*.jarを使えばおk -- 名無しさん (2021-07-22 13 08 38) 名前 コメント
https://w.atwiki.jp/watchdogs2/pages/12.html
Watch Dogs2(ウォッチドッグス2)とは UBIソフトの「Watch Dogs」の続編。 現在では、既に「Watch Dogs」と「Watch Dogs2」の映画化も決まっているらしく、さらには同じくUBIの人気シリーズ、「アサシンクリード」の映画化も決定しています。(欧米では2016 12月公開予定だそう。) 詳細はコチラから ウォッチドッグス2公式サイト⇩ http //watchdogs.ubisoft.com/watchdogs/en-GB/home/
https://w.atwiki.jp/pipopipo777/pages/146.html
Human Rights Watch ニュースリリース http //www.hrw.org/en/home Palestinian Authority Death Sentences Surge in West Bank, Gaza(未作成)Dec 15, 2008 パレスチナ人権威 死刑宣告がヨルダン川西岸とガザ地区で急増しています。 http //www.hrw.org/en/news/2008/12/15/palestinian-authority-death-sentences-surge-west-bank-gaza Israel Reverse Expulsion of Human Rights Rapporteur(未作成) Dec 17, 2008 イスラエル 人権報告担当者の追放を撤回してください。 http //www.hrw.org/en/news/2008/12/17/israel-reverse-expulsion-human-rights-rapporteur Israel Artillery Poses Risk to Gaza Civilians(未作成) Dec 30, 2008 イスラエル 砲はガザ民間人への危険を引き起こします。 http //www.hrw.org/en/news/2008/12/30/israel-artillery-poses-risk-gaza-civilians Israel/Gaza Civilians Must Not Be Targets(未作成) Dec 30, 2008 イスラエル/ガザ 民間人は目標にしてはいけません。 http //www.hrw.org/en/news/2008/12/30/israelgaza-civilians-must-not-be-targets Israel Gaza Ground Offensive Raises Laws of War Concerns(未作成) Jan 4, 2009 イスラエル ガザ地上攻撃は戦争関係法を提起します http //www.hrw.org/en/news/2009/01/04/israel-gaza-ground-offensive-raises-laws-war-concerns Israel Allow Media and Rights Monitors Access to Gaza(未作成) Jan 5, 2009 イスラエル メディアと人権モニターのガザへのアクセスを許容してください。 http //www.hrw.org/en/news/2009/01/05/israel-allow-media-and-rights-monitors-access-gaza Gaza Israeli Attack on School Needs Full UN Investigation(未作成) Jan 7, 2009 ガザ 学校に対するイスラエルの攻撃は完全な国連の調査を必要とします。 http //www.hrw.org/en/news/2009/01/07/gaza-israeli-attack-school-needs-full-un-investigation Israel and Egypt Allow Humanitarian Access to Gaza(未作成) Jan 8, 2009 ガザへの人道主義者のアクセスを許してください。 http //www.hrw.org/en/news/2009/01/08/israel-and-egypt-allow-humanitarian-access-gaza Israel Investigate Former Judge’s Killing in Gaza(未作成) Jan 9, 2009 ガザでの元裁判官の殺害を調査してください。 http //www.hrw.org/en/news/2009/01/09/israel-investigate-former-judge-s-killing-gaza Israel Stop Unlawful Use of White Phosphorus in Gaza Jan 10, 2009 ガザでの白リンの不法な使用を止めてください。 http //www.hrw.org/en/news/2009/01/10/israel-stop-unlawful-use-white-phosphorus-gaza Israel End Gaza’s Humanitarian Crisis at Once January 13, 2009 すぐに、ガザの人道の危機を終わらせてください。 Israel Stop Shelling Crowded Gaza City(未作成) Jan 16, 2009 人口が密集しているガザ市に砲弾を浴びせるのを止めてください。 http //www.hrw.org/en/news/2009/01/16/israel-stop-shelling-crowded-gaza-city Gaza Crisis Regimes React with Routine Repression(未作成) Jan 21, 2009 ガザ危機 政権は習慣化した鎮圧として反応してます。 http //www.hrw.org/en/news/2009/01/21/gaza-crisis-regimes-react-routine-repression Israel/Gaza International Investigation Essential(未作成) Jan 27, 2009 イスラエル/ガザ 国際的な調査は不可欠です。 http //www.hrw.org/en/news/2009/01/27/israelgaza-international-investigation-essential Israel/Egypt Choking Gaza Harms Civilians(未作成) Feb 18, 2009 イスラエル/エジプト ガザハームズ民間人を窒息させます。 http //www.hrw.org/en/news/2009/02/18/israelegypt-choking-gaza-harms-civilians Israel End Ban on Human Rights Monitors(未作成) Feb 22, 2009 イスラエル 人権モニターへ禁止令をやめよ。 http //www.hrw.org/en/news/2009/02/21/israel-end-ban-human-rights-monitors Israel/Gaza Donors Should Press Israel to End Blockade Mar 1, 2009 イスラエル/ガザ 資金援助国は、封鎖を終わらせるようにイスラエルに圧力をかけるべきです。 http //www.hrw.org/en/news/2009/02/28/israelgaza-donors-should-press-israel-end-blockade Egypt Hundreds Still Held Over Gaza Protests(未作成) Mar 4, 2009 数百人がガザ抗議を未だに延期させられています。 http //www.hrw.org/en/news/2009/03/04/egypt-hundreds-still-held-over-gaza-protests Human Rights Watch
https://w.atwiki.jp/v-lyrics/pages/477.html
こーぽれーしょん [ TAG Alp-C E-A Louis Teto UnOfficialVocaloid title] Music Louis/Louis Lyric Louis/Louis Arrange Louis/Louis Vocal Kasane Teto Videos PVs ■ Show/Hide Video http //www.nicovideo.jp/watch/sm8085594 http //www.nicovideo.jp/watch/sm8085594 Translations ■ Show/Hide Romaji itsu kara kooshiterun darou tomatta mama no tokei mata kyoo mo onaji koto wo ruuru (rule) doori kurikaesu "kawaranu nomo um-mei sa" da nante son-na mirai wo nozon de ita no? "uchikowasu niwa nani ga hitsuyoo?" sono teno naka ni kotae wa aru no? hitori ikiteru dake no yatsu wo dare ga erai to kimeta no? Question niwa kotae ga hitotsu otona ga baka ni suru yoo na ikikata shite sagashiateta "Cooperation"... nani mo shirazu umare ochita chiisana hinadori datte kara wo yaburi tsubasa hiroge ashita eto tobitateru nobashita te de sotto furete hajimete shiru yasashisa yuuki ni kaeta sekai wo saikoochiku shite yooyaku teni shita jiyuu atarashii chizu ni mitsuketa hito to hito wo tsunagu hashi irozuite ku jidai no naka de kawaranai nanika wo uketsuide iku daiji na mono wa sorezore nanoni dooshite sore wo oshitsukerun da? mirai wo osore soppo wo muite mimi wo fusagu koto mo atta hikari ga areba yami mo mata aru kesu koto wa dekinai kara futatsu tomo ukeire rareru tsuyosa wo kudasai... naniyori mo hoshikatta nowa kokoroto yuu nano "kusabi" uragiri ya sasai na uso ni hoo wo nurashitato shite mo "doose" da nante kotoba de nigemichi wo tsukuranai de shinjite miyou soshite taisetsu na omoidetachi wa shirazu shirazu no uchi ni kitto kokoro no okusoko no bubun de nemuri ni tsuku nukumori tayasanai yooni koko ni nokoshite ikuyo atsui omoi wo 2009-09-22 17 04 Generated automatically [部分編集] ■ Show/Hide Translation Cooperation 2009-09-24 First Entry 2009-09-25 13 24 10 (Fri) Last update Trasnlated by damesukekun Title Cooperation Lyric How long has it kept still, the clock which has stopped ticking? I repeat the same thing by the book today, too "No changing is also the fate," I really hoped such future? "What do I need to break it?" Is the answer in this hand? Who called a guy getting conceited as a maverick worthy? For the "Question" is one answer Through the life grown-ups despised I found out the "Cooperation"... Even a little chick which hatched in ignorance can break the shell, spread its wings and fly toward tomorrow I didn t find a caring heart until I held out my hand and touched it softly I changed it into courage The freedom I managed to seize by reassembling the world And that bridge joining a person to a person I found in a new map I succeed to something steady in the coloring time Each has his own precious thing Why does he disregard mine and force his on me? I sometimes turned my face away and covered my ears in fear of the future Darkness exists as light does I can t remove it so please give me the strength to accept both... "Wedge" on the name of heart was what I wanted the most Even if betrayals and slight lies make tears pour down my cheeks I won t open the way out saying "anyhow, no" and I ll try to believe it And my dearest memories drift off to sleep in the deepest of my heart for sure My passion I leave here so the warmth won t wither away Note This translation is by permission of the composer. 作者様のご了解のもと翻訳しました。 Comment If you have any advise or opinion for this post please write here.この投稿に対して助言、ご意見などありましたらこちらに書き込んで下さい。 Name Comment すべてのコメントを見る Last modified 2009-09-25 13 24 10 (Fri) Original Lyric, Nicosound MP3, etc http //www24.atwiki.jp/utauuuta/pages/414.html http //nicosound.anyap.info/sound/sm8085594 http //www.nicomimi.com/play/sm8085594 Sub video, PV, other fan made video in YouTube http //www.youtube.com/watch?v=9zayOPnAS6M [Add] http //www.youtube.com/watch/xxxxxxxxx ADD LINK すべてのコメントを見る http //www.youtube.com/watch?v=9zayOPnAS6M (Information in this page is based on UTAUMusicDB@Wiki) _
https://w.atwiki.jp/nicocachenlwiki/pages/17.html
nlFilterの文法一覧 nlFilter (単に フィルタ とも) とは、NicoCache_nl に搭載された機能のひとつで、Java の正規表現を用いてページの書き換えを行う機能です。 Notepad++用言語定義フィルタ.7zをダウンロード Notepad++で使える、nlFilter専用の特定の文字列の配色を変更し見やすくしてくれるNotepad++用言語定義フィルタ.7zをダウンロード出来ます。 プレビュー: フィルタの作成 フィルタの書式 フィルタの種類[Replace] - 通常のフィルタ [Script] - Javascript用のフィルタ [Style] - CSS用のフィルタ [RequestHeader] - リクエストヘッダフィルタ [Debug] - デバッグ [Config] - 開発者用 フィルタの設定項目Name - フィルタの名前 URL - フィルタを適用する URL FullURL - フィルタを適用する URL Multi - グローバルマッチ指定 EachLine - 各行置換指定Require idGroup Match Replace RequireHeader ContentType MatchLocal AddList AddVariable コマンド$NEST $LST $INC $SET $TS $URL 変数 id smid memoryId freeSpace eachSmid CRLF nlVar config!name nlVar VERSION コメント# フィルタサンプル普通のフィルタ EachLine付きのフィルタ $NEST使用 [RequestHeader] フィルタの作成 適切な記述を行ったテキストファイルを、NicoCache_nl をインストールしたフォルダ (jar と同じフォルダ) にある "nlFilters" フォルダに設置することで、フィルタとして読み込ませることができます。 インストール時から存在しているファイルを書き換えた場合、バージョンアップ時に上書きされ変更点が消えてしまう可能性があるので、新規にファイルを作成してそちらに追加することをオススメします。なお、その際の文字コードは UTF-8 (BOM なし) にして''以下の 1 行を最初の行に書き''、2 行目からフィルタの内容を書くようにしてください。 # nlフィルタ定義(文字コード判定用なのでこの行は削除しないこと) なお、厳密なフィルタの適用順は以下のようになっています。 nlFilter_sys.txt → nl 本体内蔵 → Extension → nlFilters フォルダ内 (ファイル名順) → nl 本体のフォルダにあるnlFilter.txt ※ログに出てくる順番に適用されるので、詳しくはそちらを参照してください。 フィルタの書式 詳しくは既存のフィルタを参照してください。 簡単なフィルタの例 [Replace] Name = サンプルフィルタ URL = (? www|seiga)\.nicovideo\.jp ContentType = text/html Match (動|静)画 Replace $1$1画 このフィルタを適用 (テキストファイルに追記) すると、ニコニコ動画 (www.nicovideo.jp) とニコニコ静画 (seiga.nicovideo.jp) の「動画」というテキストがすべて「動動画」に、「静画」が同じく「静静画」に置き換えられます。 解説すると、以下のような構成になっています。 [Replace] → フィルタの種類 (通常の置き換え) Name = サンプルフィルタ → フィルタの名前 URL = (? www|seiga)\.nicovideo\.jp → フィルタの適用先 URL (正規表現、"http //" の部分を除いた前方一致) ContentType = text/html → フィルタを適用するコンテンツタイプ (今回は HTML ドキュメントのみに適用) Match (動|静)画 → 検索テキストを指定 (正規表現利用可能、"Match " 〜 " " まで) Replace $1$1画 → 置き換えテキストを指定 ( $1 〜 $9 でグループの参照が可能、"$" のものを含めたい場合は "\$" とする) フィルタの種類 [Replace] - 通常のフィルタ 通常のフィルタです。 ここをコメントアウト (先頭に # をつける、つまり "[Replace]" を "#[Replace]" にする) と、そのフィルタは無効になります。 Match , ,Replace , と共に使用します [Script] - Javascript用のフィルタ Append , と共に使用します [Style] - CSS用のフィルタ Append , 共に使用します [RequestHeader] - リクエストヘッダフィルタ サーバへ要求する際のヘッダの置換を行う。現状では URL の置き換えのみが可能なようです。 主に /local 以下のファイルへのリダイレクトに使用します。 [Debug] - デバッグ 通常利用することはほとんどありません。フィルタ定義の外に " [Debug] " とだけ書いた行を置いておくと、処理した URL・マッチしたフィルタ名・置換を行ったかどうかがログに表示されます。 そのままだと、デフォルトのフィルタが多数表示されるので、調べたいフィルタだけにすると楽です。(が、他のフィルタとの干渉は調べられなくなります…) また、ニコニコ以外のサイトでフィルタを使用したときは、文字コードが判別できずにスルーされたアドレスも表示されます。 [Config] - 開発者用 通常利用することはほとんどありません。 " [Config] " で設定したパラメータは、EasyRewriter 内の以下のメソッドで読み出せます。 public static JavaPattern[] getMatch(String name) public static String[] getReplace(String name) public static Pattern getURL(String name) name はフィルタ名、対応するフィルタが無い時は null を返します。使い方としては以下のようになります。 JavaPattern[] pattern = EasyRewriter.getMatch("movieCommentMatch"); if (pattern != null) { JavaMatcher matcher = pattern[0].matcher(content); } EachLine; を使用した場合は、1 行目から順に pattern[0] 〜 に対応し、使用していない場合は pattern[0] となります。 Extension などで読むようにしておくと、フィルタに設定するだけで仕様変更に対応できるかも…? フィルタの設定項目 Name - フィルタの名前 Name = ◯◯置き換えフィルタ フィルタの名前を設定します。(ログに表示されます) URL - フィルタを適用する URL URL = www\.nicovideo\.jp/watch/ フィルタを適用する URL を設定します。 URLは "http //" 以降から、正規表現の前方一致でマッチするアドレスを探します。 なお、URL フィールドの値の先頭に POST/ を付けると、通常とは逆に POST するデータに対してフィルタを適用できます。 URL = POST/www\.nicovideo\.jp/watch/ FullURL - フィルタを適用する URL FullURL = https? //www\.nicovideo\.jp/watch/ フィルタを適用する URL を設定します。 こちらのコマンドは通信プロトコルも含めてマッチ/アンマッチします。 Multi - グローバルマッチ指定 Multi = TRUE "Multi = TRUE;" とすると、ページ内で見つかった物すべてを置換 (グローバルマッチ) します。 "Multi = FALSE;" とするかまたは省略すると、最初に見つかった物だけを置換します。 EachLine - 各行置換指定 EachLine = TRUE Match ニコニコ動画 ニコニコ生放送 Replace NICONICO VIDEO ニコ生 → 「ニコニコ動画」は「NICONICO VIDEO」に、「ニコニコ生放送」は「ニコ生」に置き換えられる "EachLine = TRUE;"とすると、"Match;" と "Replace;" の一行ずつを一組として、それぞれ置換を行います。 ひとつのフィルタで複数種類の置換を行う時に使用します。 "EachLine = FALSE;" とするかまたは省略すれば、"Match;" と "Replace;" が改行してあっても一組として動作します。 そのとき "Replace" 内の改行は無視されず、そのまま改行として反映されます。 Require 「''Require = 正規表現''」で指定した正規表現が含まれる場合に置換を行います。 「''Require = !正規表現''」で指定した正規表現が含まれない場合に置換を行います。 つまり、通常の正規表現を書けば、それがページ中でマッチした場合のみ置換されます。 先頭に "!" をつけると、 "!" を除いた部分にマッチしなかった時のみ置換されます。 複数の条件をORで指定する場合、Require = !hoge1|hoge2|hoge3|....になります。(hoge1,hoge2,hoge3は正規表現) ANDで指定する場合、先読みアサーションでRequire = ^(?=[\s\S]*hoge1)[\s\S]*hoge2のように指定します。 idGroup キャッシュが存在した時のみ置換するフィルタです。 ID取得用に、idGroupに動画ID(sm~)、サムネID(数字部分のみ)への参照番号を "," 区切りで指定します。 ''"idGroup = 1,2" とすれば、 $1 , $2''が参照され、キャッシュがあれば置換されます。 また、 "Replace" 中にセパレータとして " $ " を入れる事で、キャッシュが通常/エコノミーで "Replace" のパターンを変えることが出来ます。 " $ " 以前が通常キャッシュ用、以後がエコノミーキャッシュ用となります。 改行は入れなくても良いし、EachLineで使用することも出来ます。 " $ " が無いときは通常/エコノミーで同じ置換が行われます。 IDを2つ指定しているのは、マイメモリやチャンネルで数字のみ10桁の動画IDの時、サムネIDから検索して表示するためです。 リンクの色変えなどでIDが1つしかない時は、1つだけ指定することも可能です。 NicoCache_nl+101219mod以降 →以下のように文字列中に埋め込む事ができます(従来の記述も有効です) Replace $0 div style="position relative;" img src="https //www.nicovideo.jp/local/cache icon$economy .gif" ~ /div $の左右に\w+が存在した場合は 前後の文字列と連結します 片方が空白文字の場合も有効、\w以外の文字があると認識しません また、同一Replace中に複数の記述はできません 動画IDが無くてサムネIDだけしか使えない場合、idGroupの1つめのID(動画ID)用のダミーとして" Match "に" ( \ w { 2 } \ d + ) ? "を入れる。 ダミーの" ( \ w { 2 } \ d + ) ? "を入れる場合、"Match"の最初の方へ入れると処理が遅くなるため、できるだけ最後の方へ入れると良い。 Match 置換させたい場所を正規表現で書きます。 「 Match 」の次の行から、ページ内の置換元になる正規表現を書きます。 "EachLine = FALSE" の時は、改行は無視されるので注意してください。 改行にマッチさせるには「 \s* 」で吸収するか、「 \r\n 」を明示的に指定する必要があります。 置換元の記述は、「 」とだけ書かれた行で終了します。 Replace 結果の出力の仕方を書きます。 「 Replace 」の次の行から、置換先の文章を書きます。 "Match" 内で「''( ) 」(指定したグループ)を使用していれば、 "Replace" で "$1" 、 "$2"''の様に参照することができます。 "$0" を指定すると、 "Match" でマッチした部分すべてを参照出来ます。 Matchと同じく、「 」とだけ書かれた行で終了します。 RequireHeader NicoCache_nl+101219mod以降 →特定のUser-Agentやuser_sessionに限定できます(Requireのリクエストヘッダ版) ex) RequireHeader = user_session_12345678_\d+ 上手く記述すればログインユーザー毎にnlFilterを切り換えることができるかも ContentType NicoCache_nl+101219mod以降 →特定のContent-Typeに限定できます(部分一致する正規表現を記述) ex) ContentType = text/(? html|xml) ※指定した場合、Conetnt-Typeが無い場合にマッチしなくなるので注意 NicoCache_nl+110522mod以降 否定条件(行頭の'!')を使えるようにした ex) ContentType = !text/(? html|xml) MatchLocal NicoCache_nl+101219mod以降 →URL = www\.nicovideo\.jp/ と記述した場合に、このオプションをTRUEにすると/local/以下にもマッチするようになります(FALSEならマッチしません) ※よって、MatchLocalオプションの記述が無い既存フィルタはマッチしません URL = www\.nicovideo\.jp/local/ と/local/以下まで記述した場合は、MatchLocalの値に関わらず常にマッチします AddList NicoCache_nl+101219mod以降 →nlFilterからLSTファイルにReplaceの内容を追加できます(動作仕様はAPIと同じ) ex) AddList = list/NGUserId.txt ※このオプションを指定した場合、コンテンツの内容は書き換えません AddVariable NicoCache_nl+101219mod以降 →URL固有の変数にReplaceの内容を保存して、他のフィルタから参照できます ex) AddVariable = foo 同じ変数に対して複数追加する場合は文字列が連結されます 他のフィルタから参照するにはReplaceに「 nlVar foo 」と書きます ※このオプションを指定した場合、コンテンツの内容は書き換えません コマンド $NEST $NEST(開始タグ,コンテンツマッチ条件,終了タグ) 開始タグ 、 終了タグ は、前方参照「( )」を含まない正規表現を使います。 コンテンツマッチ条件は開始タグと終了タグを除く部分に "部分マッチ" する正規表現をつかいます。 また、オミトロンと違いマッチする最も "内側の" タグが範囲となります。 「 $NEST 」は単体でしか書けません。 (9).10から、コンテンツマッチ条件内のグループへの前方参照ができるようになりました。 例:$NEST( script ,web_pc_top_bottom, /script ) $LST $LST("ファイル名") (9).10で追加されたコマンド、(9).10aにて仕様変更。 ""に囲まれたファイルを読み込んで、中身を行単位で"|"でつないだ物を"()"でグループ化して返します。 ""は必須です。"()"でグループ化するので、自動的に前方参照が一つ追加されることになります。 そのままだと、ファイルの内容はエスケープされますが、$LST("!ファイル名") の様に"!"をつけることで、エスケープせずに正規表現として渡すことが出来ます。 (!で始まる名前のファイルは使用できません。) また、"#start"とのみ書かれた行以降がリストとして読み込まれ、それ以前の部分・改行のみの行は無視されます。 リストの先頭の行がnlFilterと同様の"# nlフィルタ定義"で始まっていれば、自動的に文字コードを判定します。それ以外ならシステムのデフォルトの文字コードで読み込みます。 リストは動的更新が可能です。更新されたときは自動的に読み込まれます。 例:$LST("!local/ngword.txt") local/ngword.txt # nlフィルタ定義(文字コード判定用なのでこの行は削除しないこと) #start (? ニ[コフ]){2}動画 fz\d+ so\d+ NicoCache_nl+110110mod以降 →#startの記述を不要に&一つでも空$LSTが含まれる場合は置換処理をスキップ 副作用で行頭が'#'の正規表現を書く場合は'\'でエスケープする必要があります $LSTが空の時は"(?!)"に置換します $LSTのファイル名指定で""(ダブルクォート)を省略できるようになりました "!"を付けなければエスケープ無し、"!"を付けるとエスケープになりました NicoCache_nl+110522mod以降 Match以外の正規表現が記述できる場所(Requireとか)でも$LSTを使えるようにした $INC NicoCache_nl+110110mod以降 nlFilterでマッチした回数を参照できます →Match内に「 $INC(NGCount) 」と書くとReplaceで「 nlVar NGCount 」として参照できます $INCはマッチした場合に指定した変数の値をインクリメントします 変数が存在しない場合は0で初期化してからインクリメントします 変数が既に存在してかつ数値として評価できない場合はエラーになります $INC自体は除去してからマッチングを行うのでMatch内の任意の位置に記述できます $SET NicoCache_nl+110110mod以降 nlFilterでマッチした時に変数を設定できます →Match内に「 $SET(name=value) 」と書くとマッチした時に変数に値を設定できます ※現状、オミトロンと異なりvalue部分は固定値しか書くことはできません $TS NicoCache_nl+110604mod以降 [Replace]フィルタのみ有効です([RequestHeader]で使えても意味が無いので) 引数にローカルファイル(NicoCacheフォルダからの相対パス)を指定すると、引数にファイル更新時刻文字列(='?'+UNIXTIME)を付加して置換します $TS(local/popThumb.js) → local/popThumb.js?1298081651 $TS(local/nicoplayer.swf?ts=) → local/nicoplayer.swf?ts=1239336522 引数のローカルファイルが存在しない場合、引数そのものに置換します $TS(local/nonexistent.json) → local/nonexistent.json 引数を指定しない場合、現在時刻文字列(=UNIXTIME)に置換します var replacedTime = "$TS()"; → var replacedTime = "1306132319"; ※基本はsrc指定におけるブラウザキャッシュ避け用途を想定していますが、JavaScript内に置けば通信せずにファイルの有無と更新時刻を取得できます $URL Match内で使用する「 () 」を使うグループ化のURL版です。 例えば URL = www\.nicovideo\.jp/mylist/(\d+) となっていると Replace内で「 $URL1 」を使うことで、 (\d+) の部分を参照する事が出来ます。 NicoCache_nl+101219mod以降 Replaceで「 $URL0 」も置換するようになりました 変数 フィルタの「 Replace 」内で使用すると、置換時に各変数に置き換えられます。 id watchページで使用可。"sm~"、"nm~"などの"~"(数字部分)に置換されます。 smid watchページで使用可。"sm~"、"nm~"などに置換されます。 memoryId watchページで使用可。マイメモリーでは"0123456789"のようなマイメモリーIDに、通常再生では"sm~"などの動画IDに置換されます。 freeSpace https //www.nicovideo.jp内で使用可。"12.34"(GB単位)のようなキャッシュドライブの空き容量に置換されます。 NicoCache_nl+101219mod以降 Replaceで「 freeSpace 」をいつでも使えるようになりました eachSmid idGroupを指定したときのみ有効。sm~形式のIDに置換されます。 CRLF NicoCache_nl+101219mod以降 Replaceで「 CRLF 」を使うと改行コードに置換します →EachLine = TRUE の時でも改行できるようになります nlVar config!name NicoCache_nl+110110mod以降 nlFilterでconfig.propertiesの値を参照できます →Replaceに「 nlVar config!name 」と書くとconfigのnameという値を参照できます $SETと組み合わせることで、nlFilterにあらかじめデフォルト値を書いておき、config.propertiesに値がある場合はそちらを優先する、という使い方ができます ex) Match $SET(config!nlFilterA.useFunction=false) /head Replace script type="text/javascript" !-- var nlFilterA = { useFunction nlVar config!nlFilterA.useFunction }; //-- /script /head ※$SETを書かないとconfigに値が存在しない場合は置換処理されないので注意 nlVar VERSION NicoCache_nl+110122mod以降 Replaceで「 nlVar VERSION 」を使うとバージョン文字列に置換します コメント # 「 # 」が先頭に使われている行はコメント行となり、その行はフィルタに反映されません。 フィルタサンプル 普通のフィルタ プレミアム未登録などの記述を消します。 [Replace] Name = Test Filter (Remove Payment Status) URL = www.nicovideo.jp Multi = FALSE Match : strong \s* a[^ ]+ プレミアム(? 未登録|\(月額\)) /a \s* /strong \s*です Replace EachLine付きのフィルタ 「最近見た動画」を「最近見た気がする動画」に、「ニコニコ」を「にこニコ」に置換します。 [Replace] Name = Test Filter (EachLineつき) URL = www.nicovideo.jp/mylist EachLine = TRUE Multi = TRUE Match (最近見た)(動画) ニコ(ニコ) Replace $1気がする$2 にこ$1 $NEST使用 watchの「ニコニコ市場とは・・・」の説明文を消します。 [Replace] Name = Delete Ichiba Description URL = www.nicovideo.jp/watch/ Multi = FALSE Match $NEST( table ,ニコニコ市場とは, /table ) Replace [RequestHeader] 旧プレイヤーへのアクセスを/local/oldplayer/以下にリダイレクトさせます。 [RequestHeader] Name = Redirect Old Player URL = www\.dummy\.com EachLine = True Match http //([^/]+)/swf/nicoplayer\.swf(\?.*)? http //([^/]+)/swf/marqueeplayer\.swf(\?.*)? http //([^/]+)/swf/flv_bgmplayer\.swf(\?.*)? http //([^/]+)/swf/swf_bgmplayer\.swf(\?.*)? http //([^/]+)/swf/hirobaplayer\.swf(\?.*)? http //([^/]+)/swf/hirobamovie\.swf(\?.*)? Replace http //$1/local/oldplayer/nicoplayer.swf http //$1/local/oldplayer/marqueeplayer.swf http //$1/local/oldplayer/flv_bgmplayer.swf http //$1/local/oldplayer/swf_bgmplayer.swf http //$1/local/oldplayer/hirobaplayer.swf http //$1/local/oldplayer/hirobamovie.swf 名前 コメント
https://w.atwiki.jp/hellishlondon/pages/41.html
Patch 1.2 - Patch Notes (02/11/08) *** PLEASE NOTE THAT THIS PATCH IS NOT ON TEST CENTER AT THIS TIME. *** *** MORE INFORMATION ON ITS ETA IS FORTHCOMING. *** Patch 1.2 Notes February 11, 2008 (2008/02/22)削除 Salutations! (2008/02/22)追加 Hello everyone! (2008/02/22)追加 This patch is has some major skill changes, a few vital balance tweaks, some pesky bug fixes, and a highly-requested new feature. (2008/02/22)追加 First and foremost is the introduction of our in-game mail system. This is something that we know is of vital interest to our community, and is the foundation for our consignment / auction house system. Players can not only send and receive messages with anyone in the game, but they can also attach Palladium and items to their mail. This makes getting items from one character to another – even your own – much simpler and more convenient. And while you need to be in a Station to attach or receive items and Palladium, you can read your messages anywhere, anytime. We’re rolling out the second of our major character class balance passes. In this patch, we’ve done a comprehensive balance pass on the Marksman. We focused on addressing a number of issues that have made certain Marksman builds vastly overpowered in comparison to the rest of the classes and the desired difficulty of the game. There are also numerous areas where we have also increased the effectiveness of or altered skills to give Marksman players a wider variety of powerful builds and tactics. Chief amongst these changes is addressing the notorious skill/weapon combinations involving Ricochet, Reflecting Shot, Multishot, Rapid Fire, Heightened Senses, Beacon, Dead Eye, and Hollow Points, while using a high rate of fire weapon, such as an Arclight Rifle. While we realize that making choices on skill, item, and mod combinations which complement each other is a fundamental design element most emphasized with the Marksman in particular, there should never be one combination of skills which completely outshines the rest. (2008/02/22)削除 We didn’t want to remove the most overpowered Marksman skill combinations altogether, however, and we also didn’t want to leave other Marksman skill issues unaddressed. This would have been largely unfair to the Marksman players. As a result, you’ll see a large number of changes to the skills - such as synergies to the Ballistics, Grenade, and Precision Strike skill groups - that should promote an increased variety of specialized builds and create a more diversified play experience overall. (2008/02/22)追加 We didn’t want to entirely remove the most overpowered Marksman skill combinations altogether, however, and we also didn’t want to leave other Marksman skill issues unaddressed. This would have been largely unfair to the Marksman players. As a result, you’ll see a large number of changes to the skills - such as synergies to the Ballistics, Grenade, and Precision Strike skill groups - that should promote an increased variety of specialized builds and create a more diversified play experience overall. We’ve been doing a lot of balance and tweaking over the past few weeks in Test Center with these changes, and we’re excited to roll them out to all of our players. (2008/02/22)追加 Finally, there are a host of other fixes and additions in this patch, including adjusting the difficulty of the Nightmare end-game and making the big Moloch battle more interesting and challenging. Thanks again to everyone for their great feedback and continued support of making Hellgate London bigger and better. See you online! The Hellgate London Team ----- (2008/02/22)追加 In-Game Mail Characters can now send and receive mail from any other character, including characters within the same account. Mail consists of text messages, and one item of any size and any amount of Palladium can be attached for delivery. Here are some of the features of the mail system. Mail can be read anywhere in the game via the Mail panel. This can be accessed using the Z key or using the Mail icon located underneath the chat panel. Items and Palladium can only be attached or removed from mail whilethe character is in a Station. Mail can be sent to any player whose name is known, regardless of whether they are online or not. You can only send mail to one character at a time or to your entire guild. There is no cap on the number of messages that can be sent or received, but mail is only stored for a certain amount of time. The mail panel shows how long each message has left before it is automatically deleted. Different types of mail (such as those with attachments or unread mail) may stay in your inbox for longer or shorter periods of time. While you can send mail to character in a different mode (Hardcore, Elite, and Hardcore Elite) you cannot attach items or Palladium in a cross-mode email. This follows the same rules as trading items. You can’t mail quest items or non-tradable items (such as Dye Kits or a Skill Retrainer). (2008/02/22)追加 General Adjusted difficulty of the Nightmare endgame. Decreased the ramp of the damage penalty that players face against monsters higher than their level. Fields from different sources can now stack. Please note that the graphics from new fields still override those of previous fields. Players must now wait 5 seconds before they can re-enter a Hellrift. Fixed a bug which caused weapons to disappear when swapping weapon sets in the middle of performing certain skills. Fixed a bug which caused the /played command to display the incorrect amount of time played. Vendor inventories in Nightmare difficulty should now be stocked with Nightmare-level items. The Shock effect now deals damage immediately when it’s applied. Several character and monster animations have been improved. Fixed known Blueprint exploits. Fixed a bug which sometimes caused files to require unnecessary patching. (2008/02/22)追加 Stonehenge Essences or Caste General Heads gathered in Normal and Nightmare difficulties may now be used in either difficulty setting. Moloch has been further increased in difficulty, as well as being more resistant to Ignite and Ignite Damage. Be sure you’re well prepared before attempting to defeat him in Hardcore Elite Mode! Players may no longer exploit the essence pedestals via trading. (2008/02/22)追加 Monsters Winged Imps now lose their invulnerability earlier. Fixed some cases where monsters would get stuck in the ground. (2008/02/22)追加 Quests Fixed a bug which sometimes caused collection side-quest counters to count down under certain conditions. Players can now drop the train part quest items for the “…All the Live Long Day” quest. Also players may no longer pick up these items if they do not have the quest active or if they already have the item. (2008/02/22)追加 User Interface / Controls Some UI panels have been improved. Shift-activation should now work for skills granted by items. The [Shift], [Ctrl], and [Alt] keys are now re-mappable, and may be set as key-modifiers. (2008/02/22)追加 Graphics (DX10 Only) Various distortion effects have been fixed. Fixed a Hellrift portal graphical issue in which the image would slide inappropriately. Translucent models now render properly against the background. Particles and translucent models are no longer out of focus with the depth-of-field effect. Depth-of-field blur amount has been reduced and is now more subtle. Skills (2008/02/22)削除 Please carefully read the changes to skills carefully as many have changed. Some skills now have new names to represent their different effects or make more sense within the context of the character class. (2008/02/22)変更 PLEASE READ the changes to skills carefully as many have changed. Some skills now have new names to represent their different effects or make more sense within the context of the character class. (2008/02/22)移動 Hunter Fixed a bug that sometimes caused grenades to not fire properly when the skill is being repeated. Tactical Stance Now also gives a base Firing Accuracy bonus of 50. Changed the Critical Chance bonus effect (3% at rank 1 and 1% per additional rank) to a damage bonus of 15% at rank 1 and 5% per additional rank. Escape Escape now provides 1 second of invulnerability when it is activated. Escape should now prevent enemy players in PVP from seeing the user. The cool-down for this skill now starts when the skill is used, not when it is cleared. The cool-down for this skill has been increased to 30 seconds. The duration for this skill has been decreased from 6 seconds to 3 seconds at rank 1, increasing by 1 second per additional rank. The rank cap on this skill has been increased from 5 to 7. Escape now clears all other speed boost effects while it is active, including Adrenaline Pills and Sprint. Using any skill or item that boosts speed will clear Escape, including Sprint. Precision Strikes Precision Strikes now have direct synergies with all other Precision Strikes. (2008/02/22)追加 Precision Strikes no longer have skill prerequisites Napalm Strike Increased base Damage by 5%. Ranks in Napalm Strike now increase the Duration of all Precision Strikes by 50%. Smackdown Ranks in Smackdown now increase the Elemental Attack Strengths of all Precision Strikes by 25%. Shock and Awe Decreased base Damage by 7%. Ranks in Shock and Awe now increase the Radius of all Precision Strikes by 15%. Marksman Rebounder Rounds (formerly Ricochet) (2008/02/13)追加 (2008/02/22)移動 "The Marksman uses modified ammunition that has a chance to ricochet off enemies and walls." This skill is now an Active skill. It must be activated to gain the effect and it can be placed in your "fire left", "fire right", or "fire both weapons" slots. There is no power cost for using this skill. This skill has a chance to proc its effect (based on the skill and increasing based on the rank of the skill) for each individual firing of the skill. Since its effect is no longer dependent upon landing a critical hit, the effect of this skills will be seen much more commonly at all skill ranks and character levels. This skill has indirect synergies with the other skills in the "Ballistics" line. Each rank in Rebounder Rounds has a chance (albeit smaller) to proc when either Ravager Rounds or Penetrator Rounds are used.EXAMPLE The first rank of Rebounder Rounds gives a 10% chance for shots to ricochet while using Rebounder Rounds. Due to skill synergy, Ravager Rounds and Penetrator Rounds have a 4% chance for this effect to occur while using either of those skills. Ravager Rounds (formerly Reflected Shot) (2008/02/22)移動 "The Marksman uses modified ammunition that has a chance to blow through and subsequently retarget additional enemies." This skill is now an Active skill. It must be activated to gain the effect and it can be placed in your "fire left", "fire right", or "fire both weapons" slots. There is no power cost for using this skill. This skill has a chance to proc its effect (based on the skill and increasing based on the rank of the skill) for each individual firing of the skill. Since its effect is no longer dependent upon landing a critical hit, the effect of this skills will be seen much more commonly at all skill ranks and character levels. This skill has indirect synergies with the other skills in the "Ballistics" line. Each rank in Ravager Rounds has a chance (albeit smaller) to proc when either Rebounder Rounds or Penetrator Rounds are used.EXAMPLE The first rank of Ravager Rounds gives a 5% chance for shots to blow through and re-target a new enemy while using Ravager Rounds. Due to skill synergy, Rebounder Rounds and Penetrator Rounds have a 2% chance for this effect to occur while using either of those skills. Penetrator Rounds (replaces Homing Shot) (2008/02/22)移動 "The Marksman uses modified ammunition that has a chance to completely ignore the target’s shields." This skill is now an Active skill. It must be activated to gain the effect and it can be placed in your "fire left", "fire right", or "fire both weapons" slots. There is no power cost for using this skill. This skill has a chance to proc its effect (based on the skill and increasing based on the rank of the skill) for each individual firing of the skill. Since its effect is no longer dependent upon landing a critical hit, the effect of this skills will be seen much more commonly at all skill ranks and character levels. This skill has indirect synergies with the other skills in the "Ballistics" line. Each rank in Penetrator Rounds has a chance (albeit smaller) to proc when either Ravager Rounds or Rebounder Rounds are used.EXAMPLE The first rank of Penetrator Rounds gives a 10% chance for shots to ignore shields while using Penetrator Rounds. Due to skill synergy, Ravager Rounds and Rebounder Rounds have a 4% chance for this effect to occur while using either of those skills. Weapon Master (formerly Hollow Points) Increased the Critical Damage bonus of this skill from 20% at rank 1 and 10% per additional rank, to a flat 30% bonus per rank. Beacon Decreased the power cost by 33%. Elemental Beacon Now also decreases the target’s Elemental Attack Strengths. Gives increasing Elemental Attack and Defense penalties per rank that scales with the character’s level. Overshield Increased the Shields bonus per additional rank from 33% to 100%. Elemental Vision Increased the Elemental Attack Strength bonuses from 15% per rank to 25% per rank. Sniper (2008/02/22)追加 Is now available at level 5. No longer forces the Marksman to crouch and stop moving when used. The character now moves at 50% speed while the skill is active. Weapon Accuracy, Range, and Missile Velocity bonuses are now fixed at 60%, 50%, and 25%, respectively. Damage bonus has been decreased from 200% to 150%. Rank progression now decreases its rate of use and rate of fire penalties by 5% per rank, beginning at a 55% penalty at rank 1 and ending at a 10% penalty at rank 10. Master Sniper Now provides a 1% Critical Chance bonus per rank, in addition to its previous 20% Critical Damage bonus. Rapid Fire Now clears Multishot when used. Multishot This skill has been moved under Weapon Master in the skill tree. It required two points in Weapon Master to unlock, thus requiring fewer total points to unlock than before. Escape Artist The Movement Speed bonus has been increased to 25% per rank. The rank cap on this skill has been increased from 5 to 7. Grenades Grenades now have direct synergies with all other Grenades. Explosive Grenade Explosive Grenades now explode on impact with monsters (but not objects) and have a 2 second fuse. Decreased base Damage by 23%. Decreased base Ignite Attack Strength by 33%. Ranks in Explosive Grenade now increase the Damage of all grenades by 10%. Phase Grenade Increased base Damage by 6%. Ranks in Phase Grenade now increase the Elemental Attack Strengths of all grenades by 30%. Toxic Grenade Toxic Grenades now bounce off of objects (ignoring monsters) before exploding after 1.5 seconds. Toxic Grenades now create a field that lasts for 4 seconds, dealing field damage. Decreased base Poison Attack Strength by 50%. Ranks in Toxic Grenade now increase the splash or field radius of all grenades by 10%. Flashcracker Grenade Increased base Damage by 12%. Decreased base Stun Attack Strength by 50%. Ranks in Flashcracker Grenade now grant and increase the Shield Penetration of all grenades by 10%. 2008/02/22 追加 Engineer Engineer Drones now properly receive Armor bonuses from Armor affixes. Fixed bugs that caused Engineer Drones to receive more than twice as much Armor than intended. Engineers should no longer erroneously receive bonuses from items which grant the Overshield skill. Summoned pets should no longer fail to spawn when summoned. 2008/02/22 追加 Templar Guardian Aura of Thorns Aura of Thorns should now properly increase Thorns damage from items. Aura of Thorns has been rebalanced to fit the standard Aura progression model. 2008/02/22 追加 Blademaster Crosscutter Crosscutter now requires a target in order to use the skill. 2008/02/22 追加 Cabalist Fixed description for Brom’s Curse. 2008/02/22 追加 Summoner Hand of Nostrum should now properly increase the number of healing beams used by the Witch Doctor. 2008/02/22 追加 Evoker Hellfire can now be aimed as long as the skill trigger is held down, and fires once the trigger is released. Patch Notes Disclaimer While we make every effort to include all upcoming changes in our patch notes, please be aware that occasionally some changes are unintentionally omitted. As mentioned in the opening letter, this is the second sweep of class balancing (the first being Patch 1). -- Scapes
https://w.atwiki.jp/nicocache/pages/17.html
NicoCache_nl とは、ニコニコ動画の動画をキャッシュして、一度見た動画を二度目以降は快適に見られるようにするローカルプロキシサーバ、NicoCache の改造版です。 さまざまな機能追加により、検索ページや再生ページを書き換えて、より快適なニコニコライフを送れる様になるかもしれません。 「二度目以降は快適?」 NicoCache_nl の主な機能 動画のキャッシュ ページの書き換え その他の機能 「二度目以降は快適?」 (NicoCache 本家サイトより抜粋) 一度見た動画は、ブラウザのキャッシュが残っている限りはもう一度見に行くとすぐに再生されますが、キャッシュから消えると一度見た動画なのに再度ダウンロードが必要になります。 混んでいる時間だと読み込みが遅くてなかなか後ろの方が見られなかったり、「動画が繋がりません」と言われて全く見られなかったりします。 ブラウザのキャッシュでは、動画はサイズが大きいのですぐにあふれて消えてしまいます。キャッシュサイズを大きく設定することもできますが、今度は動画以外の余計なファイルまで大量に残ってしまったりブラウザの動作が遅くなったりする問題があります。 NicoCache は、SMILEVIDEO の動画ファイルのみをブラウザのキャッシュとは別に HDD の空きが許す限りキャッシュするローカルプロキシです。 一度見た動画であれば、二度目以降は瞬時に読み込みが完了します。マイリストに登録して何度も見るような動画をキャッシュしておくと便利です。 動画を最後まで読み込んだ時点で HDD に保存されているので、気に入った動画を保存しておこうと思った時に改めてダウンロードする必要がありません。 エコノミーモードになる動画でも、通常モードのキャッシュがあれば通常モードの画質で見ることができます。みんなが NicoCache を使うとニコニコの負荷が減るので、そのうち一回目に見る動画もすぐ読み込めるようになるかもしれません。 NicoCache_nl の主な機能 動画のキャッシュ NicoCache_nl をブラウザのプロキシに指定することで、動画再生時に自動的に PC の HDD に保存します。 二度目以降の再生では、PC 上に保存された動画が自動で使われるので、以下のような利点があります。 一度再生した動画ならすぐに読み込まれる 通常画質時に保存したキャッシュがあれば、エコノミータイムでも通常画質で視聴できる キャッシュがあれば、削除された動画も再生できる キャッシュはデフォルトで "cache" フォルダの中に作成されます (設定で変更可能)。 ファイル名は動画の URL にある smXXXXXX (動画 ID) に対応した以下のようなファイル名になります。 smXXXXXX_(タイトル).flv 例 sm9_新・豪血寺一族 -煩悩解放 - レッツゴー!陰陽師.flv 先頭は sm の他にもいくつか種類があります。(なお、タイトルを付けるかどうかは設定で変更できます。) エコノミーモードのキャッシュは動画 ID の後ろに "low" がつきます。 smXXXXXXlow_(タイトル).flv 例 sm9low_新・豪血寺一族 -煩悩解放 - レッツゴー!陰陽師.flv 途中まで取得したキャッシュは "nltmp_" で始まるファイルとして保存されます。 例 nltmp_sm9_新・豪血寺一族 -煩悩解放 - レッツゴー!陰陽師.flv cache の中に手動でさらにサブフォルダを作成して、そこにキャッシュファイルを移動しても認識しますので、お気に入りの動画のキャッシュをまとめておくなど整理に使ってください。 キャッシュ管理画面で移動した時は何もしなくて良いですが、直接エクスプローラなどでファイルを移動した後は、NicoCache を再起動してください。(設定でファイルの移動を追跡するようにもできます) ページの書き換え 検索ページや再生ページを書き換えたり、JavaScriptを埋め込むことで、 動画へのリンクにカーソルを合わせると、動画説明がポップアップで表示される 検索結果を 3 列で表示させる 新プレイヤーをマウスホイールやキーボードで操作できる flvplayer_wrapper (wrapper) という、拡張プレイヤーが使用できる など、いろいろな事が可能です。 この書き換えは、「フィルタ」と呼ばれるテキストファイルを書くことで自由に作成、追加できます。 デフォルトで付属しているフィルタ以外にも、広告削除などのフィルタが有志によって作成・公開されています。 その他の機能 動画から音声を抽出して保存する キャッシュした動画の管理機能 "Extension" と呼ばれるプラグインによる機能拡張 動画のサムネイルをキャッシュして、表示を高速化 ニコニコムービーメーカーで作成された動画 (ID がnm〜 の動画) を wrapper で再生する為の変換機能 その他いろいろ
https://w.atwiki.jp/nkwada/pages/9.html
PatentWatch PatentWatch PatentWatchロッテ・爽特許第3660157号 マルチメディア人材広告システム特許特開平10-63739 IP電話原理特許特許第3756895号 電子地図特許特許第3731751号 ネットゲーム観戦特許United States Patent 6,999,08 アクティベーション特許United States Patent 6,449,645 「ガシャポン自販機の特許侵害」でバンダイがエポック提訴特許第3726099号 特許第3641787号 特許第3534741号 特許第3267512号 第2540609号 ムシキング特許特許3712122 XML特許United States Patent 6,393,426 United States Patent 5,842,213 ロッテ・爽 ロッテの爽というアイスクリームを食べていると、特許番号が書いてあったので、ちょっと調べて見ました。アイスクリーム中に粉砕された微細氷片を混入するというもので、微細氷片のサイズを規定する内容です。 こういった身近なものの特許番号記載を調べて見るのも面白いかなと思ったのですが、すでにそういうページがありました。http //ipc.seesaa.net/ 特許第3660157号 (19)【発行国】日本国特許庁(JP) (12)【公報種別】特許公報(B2) (11)【特許番号】特許第3660157号(P3660157) (24)【登録日】平成17年3月25日(2005.3.25) (45)【発行日】平成17年6月15日(2005.6.15) (54)【発明の名称】冷菓及びその製造方法 (51)【国際特許分類第7版】 A23G 9/00 【FI】 A23G 9/00 【請求項の数】6 【全頁数】13 (21)【出願番号】特願平11-135032 (22)【出願日】平成11年5月14日(1999.5.14) (65)【公開番号】特開2000-316481(P2000-316481A) (43)【公開日】平成12年11月21日(2000.11.21) 【審査請求日】平成14年8月8日(2002.8.8) (73)【特許権者】 【識別番号】390002990 【氏名又は名称】株式会社ロッテ 【住所又は居所】東京都新宿区西新宿3丁目20番1号 (74)【代理人】 【識別番号】100064012 【弁理士】 【氏名又は名称】浜田 治雄 (72)【発明者】 【氏名】横田 善廣 【住所又は居所】埼玉県鴻巣市生出塚2-24-8 (72)【発明者】 【氏名】増田 豊 【住所又は居所】埼玉県北葛飾郡庄和町新宿新田145 (72)【発明者】 【氏名】臼井 雅克 【住所又は居所】東京都文京区本郷5-21-18 【審査官】鈴木 恵理子 (56)【参考文献】 【文献】特開平06-189686(JP,A) 【文献】米国特許第05620732(US,A) (58)【調査した分野】(Int.Cl.7,DB名) A23G 9/00~04 (57)【特許請求の範囲】 【請求項1】 冷菓中に粉砕微細氷片を有する冷菓であって、該氷片の大きさが、氷片の最も長い軸上での長さが1.0mm以下で、その長さの平均値が0.06mm~1.0mmであって、かつその氷片の80%以上が0.06mm~1.0mmの範囲の長さにあることを特徴とする冷菓。 【請求項4】 冷菓中に存在する氷片を粉砕装置で、該氷片の大きさが、該氷片の最も長い軸上での長さが1.0mm以下で、その長さの平均値が0.06mm~1.0mmであって、かつその氷片の80%以上が0.06mm~1.0mmの範囲の長さにある微細氷片に調製することを特徴とする冷菓の製造方法。 マルチメディア人材広告システム特許 派遣ネット(http //staff3.haken.or.jp/)のHPで特許出願中とあったマルチメディア人材広告システム。96年の出願ですから、結構早いのですが、これで特許になったらすごいなあ、というか現在(2007/1/14時点)拒絶査定不服審判中のようです。 特開平10-63739 【発行国】日本国特許庁(JP) 【公報種別】公開特許公報(A) 【公開番号】特開平10-63739 【公開日】平成10年(1998)3月6日 【発明の名称】マルチメディア人材広告システム 【国際特許分類第6版】 G06F 17/60 【FI】 G06F 15/21 Z Q 【審査請求】未請求 【請求項の数】2 【出願形態】FD 【全頁数】7 【出願番号】特願平8-238479 【出願日】平成8年(1996)8月21日 【出願人】 【識別番号】592174039 【氏名又は名称】ビスコ株式会社 【住所又は居所】東京都千代田区神田神保町3丁目2番4号 田村ビル7階 【発明者】 【氏名】土田 謙次 【住所又は居所】東京都千代田区神田神保町3丁目2番4号 田村ビル7階 ビスコ株式会社内 【代理人】 【弁理士】 【氏名又は名称】下山 冨士男 【要約】 【課題】本発明は、複数種類の情報伝達形態を使用し、少ない運営経費で、常時人材派遣を行う会社と求職者との間の人材派遣に関する情報の伝達を行うことができ、且つ、コンピュータ関連の人材の応募、派遣にも適したマルチメディア人材広告システムを提供する。 【解決手段】人材派遣を行う複数会社の各端末装置2Aと接続され、前記複数会社の各端末装置2Aからの人材派遣に関する情報をインターネット通信用、パーソナルコンピュータ通信用、ファクシミリ通信用、電話通信用の各情報に変換して出力する情報中継用のホストコンピュータ1と、該ホストコンピュータ1により中継される前記複数会社の各端末装置2Aからの人材派遣に関する情報を、インターネット通信網4、パーソナルコンピュータ通信網5、ファクシミリ6、電話機7により各々求職者側に伝達して求職者側と交信するマルチメディア通信手段3とを有する。 【特許請求の範囲】 【請求項1】人材派遣を行う複数会社の各端末装置と接続され、前記複数会社の各端末装置からの人材派遣に関する情報をインターネット通信用、パーソナルコンピュータ通信用、ファクシミリ通信用、電話通信用の各情報に変換して出力する情報中継用のホストコンピュータと、このホストコンピュータにより中継される前記複数会社の各端末装置からの人材派遣に関する情報を、インターネット通信、パーソナルコンピュータ通信、ファクシミリ通信、電話通信の各形態で求職者側に伝達して求職者側と交信するマルチメディア通信手段と、を有することを特徴とするマルチメディア人材広告システム。 【請求項2】人材派遣を行う複数会社の各端末装置と接続され、前記複数会社の各端末装置からの人材派遣に関する情報を各々会社別の独自広告及び地区別、仕事別からなる共同広告に加工するとともに、これら各会社別の独自広告及び前記共同広告をインターネット通信用、パーソナルコンピュータ通信用、ファクシミリ通信用、電話通信用の各情報に変換して出力する情報中継用のホストコンピュータと、このホストコンピュータにより中継される前記各会社別の独自広告及び前記共同広告をインターネット通信及びパーソナルコンピュータ通信、ファクシミリ通信、電話通信の各形態で求職者側に伝達して求職者側と交信するマルチメディア通信手段と、を有することを特徴とするマルチメディア人材広告システム。 IP電話原理特許 ITproの記事『経産の外郭団体がIP電話の関連特許を成立、業界への主張を開始』(http //itpro.nikkeibp.co.jp/article/NEWS/20060412/235149/)より。 経済産業省の外郭団体である流通システム開発センターと有限会社の宮口研究所が取得した日本特許第3756895号。IP電話の原理特許だと主張されているようです。 次の要約を示しますが(クレームは代表的に1のみ)、電話番号をIPアドレスに変換して発信元端末に返送する、いわば電話番号をキーにしたDNSの仕組みが特徴かなと感じました。IP電話の仕組みがこの通りなのかどうかは調べていませんが、他にもシリーズがあるそうです。 特許第3756895号 【特許番号】特許第3756895号(P3756895) 【登録日】平成18年1月6日(2006.1.6) 【発明の名称】統合情報通信システム 【出願番号】特願2003-180435(P2003-180435) 【出願日】平成15年6月25日(2003.6.25) 【分割の表示】特願2002-178596(P2002-178596)の分割 【原出願日】平成9年12月5日(1997.12.5) 【優先権主張番号】特願平8-326736 【優先日】平成8年12月6日(1996.12.6) 【優先権主張国】日本国(JP) 【優先権主張番号】特願平9-54812 【優先日】平成9年3月10日(1997.3.10) 【優先権主張国】日本国(JP) 【優先権主張番号】特願平9-182541 【優先日】平成9年7月8日(1997.7.8) 【特許権者】財団法人流通システム開発センタ- 【特許権者】有限会社宮口研究所 【住所又は居所】千葉県市川市菅野1丁目4番4号 【請求項1】 発信側のICS論理端子と外部IPパケットを基に内部パケットを形成し、形成された内部パケットのICS論理端子識別情報を基に、着信側ICS論理端子を決定するようになっており、 端末が宛先端末の電話番号を送出すると、前記宛先端末の電話番号をIPアドレスに変換して問合せ元の端末に送信するようになっていることを特徴とするIP通信網。 電子地図特許 電子地図、GIS(地理情報システム)に関する特許を取得したとして各所に警告を打ちまくっていると評判の伊予エンジニアリング http //www.iyoeng.co.jp/の特許第3731751号。ペンディングもある模様。その他、伊予エンジニアリングの特許情報は同社の特許情報ページ http //www.iyoeng.co.jp/patent.htmlで。 愛媛は第二のふるさとなので密かに応援してます。 特許第3731751号 【特許番号】特許第3731751号(P3731751) 【登録日】平成17年10月21日(2005.10.21) 【発明の名称】文字情報と画像情報の合成方法及び装置 【出願番号】特願2004-174956(P2004-174956) 【出願日】平成16年6月14日(2004.6.14) 【分割の表示】特願2000-149535(P2000-149535)の分割 【原出願日】平成7年1月13日(1995.1.13) 【特許権者】株式会社伊予エンジニアリング 【請求項1】 地図,設計図,各種構造物の構造図などの図形の画像情報を処理対象として、予め作成された前記画像情報のデータベースに基づいて前記図形の任意の部分の画像を背景画像として表示装置に表示すると共に、利用者の文字情報と前記背景画像とを合成して表示する文字情報と画像情報の合成方法であって、 前記背景画像上の所望の対象物の場所を、その領域を囲む図形を前記表示装置に表示された背景画像上で利用者に作画させて指定させ、前記対象物の領域を囲む図形の作画情報及び前記背景画像上の座標情報を前記対象物の場所を示す図形情報として登録すると共に、前記図形情報に対応させて付与した管理コードを管理テーブルに登録する第1工程と、利用者が所有する既存データベースから抽出した文字情報群を構成要素とするファイルを入力装置を介して入力する第2工程と、前記対象物の場所に関連する関連情報として前記第2工程で入力した前記ファイル内の所望の文字情報と前記第1工程で登録された該当の図形情報とを、前記管理テーブルに登録されている該当の図形情報の管理コードにより対応付けて登録すると共に、前記所望の文字情報を当該対象物の登録済み検索キーとして登録する第3工程と、入力された文字情報を検索キーとして、該検索キーと前記登録済み検索キーとを照合して前記第3工程で登録された文字情報群を検索し、検索された文字情報に対応して登録されている図形情報を前記管理テーブルを参照して取得し、該図形情報に基づき前記背景画像上での当該対象物の位置を求める第4工程と、前記第4工程で求めた対象物の位置が所定位置に配置されるように表示領域を調整して前記対象物を含む背景画像を前記表示装置に表示すると共に、前記検索された文字情報を前記関連情報として前記対象物と関連付けて合成して表示する第5工程とを有することを特徴とする文字情報と画像情報の合成方法。 ネットゲーム観戦特許 ITmediaの記事『MS、5000件目の特許は「ネットゲーム観戦特許」』 http //www.itmedia.co.jp/news/articles/0603/07/news050.htmlより、Microsoftのネットゲ観戦特許。 ITmediaによると「ユーザーが「観客」としてネットゲームに参加できるようにする技術に関連したものだ」とのこと。参加したら観客じゃ何じゃないの?とツッコミを入れておきます。HalfLife系が参考文献に挙げられています。 United States Patent 6,999,08 USPTOの検索結果へ http //patft.uspto.gov/netacgi/nph-Parser?Sect1=PTO1 Sect2=HITOFF d=PALL p=1 u=/netahtml/srchnum.htm r=1 f=G l=50 s1=6,999,083.WKU. OS=PN/6,999,083 RS=PN/6,999,083 United States Patent 6,999,083 Wong , et al. February 14, 2006 System and method to provide a spectator experience for networked gaming Abstract A spectator experience corresponding to an occurrence of one or more games or events is generated based on each associated occurrence. The occurrence of a game or event varies in response to contributions and/or interactions of one or more participants of the game or event. The spectator experience enables users thereof to observe an augmented version of the game or event, such as by implementing enhanced viewpoint controls and/or other spectator related effects. In a particular aspect, the spectator experience can provide an indication of the spectators presence, which is made available to the spectators and/or to the participants of the game. Inventors Wong; Curtis G. (Bellevue, WA); Drucker; Steven M. (Bellevue, WA); Cohen; Michael F. (Seattle, WA); He; Li-wei (Bellevue, WA); Glatzer; Asta L. (Redmond, WA) Assignee Microsoft Corporation (Redmond, WA) Appl. No. 934717 Filed August 22, 2001 Current U.S. Class 345/473; 345/752; 463/42 Current Intern l Class G06T 15/00 (20060101) Field of Search 463/31,42,33 345/752,419,473,474,475 Claims 1. A system for providing a spectator experience for a game or event, comprising a spectator engine that aggregates selected game data with other data to provide spectator data, the game data varying as a function of at least one of contributions and interactions of at least one participant of an occurrence of the game or event; the other data including non-participant initiated interactive information based on use of the spectator experience, the non-participant initiated interactive information is generated between a non-participant and one of a participant and a disparate non-participant; and a distribution system operative to provide a signal based on the spectator data that is transformable into a representation of the spectator experience. アクティベーション特許 CNETJapanの記事『米弁護士、MSを控訴--プロダクトアクティベーションをめぐり』 http //japan.cnet.com/news/biz/story/0,2000050156,20098292,00.htmより、Microsoft製品を訴えている、インターネットを通じたアクティベーションについての米国特許。アメリカの弁護士さんはすごいです。 たびたび誤爆が問題となるアクティベーション。差止めてもらいたいものです、などと思ったりします。 United States Patent 6,449,645 USPTOの検索結果へ http //patft.uspto.gov/netacgi/nph-Parser?Sect1=PTO1 Sect2=HITOFF d=PALL p=1 u=/netahtml/srchnum.htm r=1 f=G l=50 s1=6,999,083.WKU. OS=PN/6,999,083 RS=PN/6,999,083 United States Patent 6,449,645 Nash September 10, 2002 System for monitoring the association of digitized information having identification indicia with more than one of uniquely identified computers in a network for illegal use detection Abstract A system and method for detecting and locating improper or illicit use of digitized information such as illegal pirating, copying, alteration, and the like. The digitized information may include software, digital music, digital movies, multimedia or the like that may be placed on a user s computer and possibly copied to other computers. The system or method preferably operates in the background so as to be unnoticeable to the user and preferably does not interfere with operation of the digitized information even if determined that copying or alteration has occurred. Thus, there is little motivation to remove the routine that effects transmission over the Internet to a server of information such as a program identification indicia, a computer identification indicia, program alteration identification. The computer routine may be installed on the user s computer by many methods and acts to determine and store the information until such time as an Internet connection is made whereupon the information is transmitted to a server for storage. If information received by the server indicates the same program identification on numerous computers then a signal may be provided or produced that would cause further investigation. The system and method may also provide a routine to detect if alterations have been made to the digitized information to be protected. Inventors Nash; Kenneth L. (15238 High Springs Dr., Houston, TX 77068-1814) Appl. No. 260957 Filed March 2, 1999 Current U.S. Class 709/224; 702/188; 709/217; 709/218; 709/219; 709/223; 726/22; 726/29; 726/30; 726/32 Intern l Class G06F 015/173 Field of Search 709/223-224,217-219 713/200-202 702/188 This application claims the benefit of U.S. Provisional Application No. 60/116367, filed Jan. 19, 1999. Claims 1. A method for use with the Internet for detecting pirating of digitized information, comprising providing a first identification indicia that is unique for each of a plurality of substantially identical packets of digitized information; determining a second identification indicia for each of a plurality of computers utilizing one of said plurality of substantially identical packets of digitized information, said second identification indicia is unique for each of said plurality of computers; automatically determining whether one or more of said plurality of computers is operable for communicating with said Internet; sending said first identification indicia and said second identification indicia from each of said plurality of computers to one or more servers in communication with said Internet such that each of said plurality of substantially identical packets of digitized information is associated with each of said plurality of computers; storing said first identification indicia and said second identification indicia in said one or more servers; and determining if said first identification indicia is associated with more than one of said plurality of computers so as to indicate a possibility that one of said plurality of substantially identical packets of digitized information has been copied. 「ガシャポン自販機の特許侵害」でバンダイがエポック提訴 『「ガシャポン自販機の特許侵害」でバンダイがエポック提訴』という記事で知った、バンダイv.エポックの事件。ニュースソース(Asahi.com)はリンクが切れていますが、バンダイのニュースリリースはhttp //www.bandai.co.jp/releases/J2006011301.html 特許第3726099号 【特許番号】特許第3726099号(P3726099) 【登録日】平成17年9月30日(2005.9.30) 【発明の名称】媒体販売装置 【出願番号】特願2005-185619(P2005-185619) 【出願日】平成17年6月24日(2005.6.24) 【分割の表示】特願2001-79282(P2001-79282)の分割 【原出願日】平成13年3月19日(2001.3.19) 【特許権者】株式会社バンダイ 【特許権者】大和精工株式会社 【請求項1】 上面を有する基礎フレームと、 前記基礎フレームに回動可能に支持され、ハンドルにより回動させられる操作軸と、 前記基礎フレームの上面に形成された、上方開放状の開放軸受部と、 前記開放軸受部に上方より挿脱可能に挿入され、回動可能となるように支持されるローラ軸と、 前記ローラ軸に取り付けられ、ローラ軸の回動により回動する払出ローラと、 前記基礎フレームに設けられ、前記操作軸の回動を前記ローラ軸に伝達し、前記払出ローラを回動させる払出伝動体と、 前記基礎フレームの上面に着脱可能に装着され、複数の媒体を上下積層状に収納可能な収納ケースであって、前記基礎フレームに装着されたとき、収納された複数の媒体のうち最下位置の媒体が前記払出ローラによって受持される前記収納ケースと、 からなり、 前記ハンドルの操作により前記操作軸が回動されたとき払出ローラが回動することにより、前記収納ケース内に収納された複数の媒体のうち最下位置の媒体が前記収納ケースから送り出される ことを特徴とする媒体販売装置。 特許第3641787号 【特許番号】特許第3641787号(P3641787) 【登録日】平成17年2月4日(2005.2.4) 【発明の名称】物品取出装置 【出願番号】特願2004-219812(P2004-219812) 【出願日】平成16年7月28日(2004.7.28) 【分割の表示】特願2001-136667(P2001-136667)の分割 【原出願日】平成8年6月5日(1996.6.5) 【特許権者】株式会社バンダイ 【請求項1】 (イ)前壁、後壁および両側壁を含んで箱型形状に形成され、前記前壁の外面には操作部材および物品取出口が設けられており、さらに該物品取出口と一端で連通した落下通路を内部に有している装置本体と、 (ロ)前記前壁の上部に切り欠かれて形成された開口から前記装置本体に装着し又は前記開口から引き出し可能とされ、前記装置本体に押し込んだときに開放された上面が前記装置本体により覆われるとともに底部の落下口が前記落下通路の他端と対向するようにされた物品収納ケースと、 (ハ)前記物品収納ケースの底壁に設けられ、下面周縁に環状に形成されたラックと回転方向に沿って複数形成された孔とを有する回転盤と、 (ニ)前記装置本体内に設けられ、前記操作部材の操作を前記回転盤に伝達する動力伝達部とを含み、 前記物品収納ケースを前記前壁上部の開口から前記装置本体に押し込んだときに前記回転盤の前記ラックが装置本体の後壁側で前記動力伝達部とかみ合い、その状態で前記操作部材を操作すると前記回転盤が回転し、この回転により前記複数の孔の何れか一つが前記落下口と対向する位置に導かれた時に、前記物品収納ケース内の物品を前記落下口から前記落下通路へ導出する物品取出装置。 特許第3534741号 【特許番号】特許第3534741号(P3534741) 【登録日】平成16年3月19日(2004.3.19) 【発明の名称】物品取出装置、物品取出装置の物品取出方法、物品取出装置の物品収納ケース操作方法 【出願番号】特願2002-254970(P2002-254970) 【分割の表示】特願2001-136667(P2001-136667)の分割 【出願日】平成8年6月5日(1996.6.5) 【特許権者】株式会社バンダイ 【請求項1】(A)前面に開口部が形成され、操作部と、物品取出口と、該物品取出口に連通する落下通路と、前記操作部の操作により回動する歯車と、を有する装置本体と、(B)上面が開放され、底部に落下口が形成されている物品収納ケースであって、前記装置本体の前記開口部に装着されることにより、前記落下口は前記落下通路に対向する物品収納ケースと、(C)前記物品収納ケースの底部に回動自在に設けられ、物品を収容するための収容孔及び前記歯車にかみ合うラックを有した回転盤と、を有する物品取出装置の物品取出方法において、(1)前記物品収納ケースに複数の物品を収容する工程と、(2)前記ラックが前記歯車とかみ合うように、前記物品収納ケースを前記装置本体の前面より前記開口部に装着する工程と、(3)前記操作部の操作により、前記歯車および前記ラックを介して前記回転盤を回動させて、前記収容孔に収容された物品を、前記落下口及び前記落下通路を介し、前記物品取出口に落下せしめる工程とを備え、前記装置本体には、物品の値段、内容等を表示する複数の表示面と、前記複数の表示面の中から表示すべき表示面を変化させる第1操作レバーと、を有する表示部材が設けられており、前記第1操作レバーを操作することにより、前記表示すべき表示面を変化させる工程をさらに備えることを特徴とする物品取出装置の物品取出方法。 特許第3267512号 【特許番号】特許第3267512号(P3267512) 【登録日】平成14年1月11日(2002.1.11) 【発明の名称】物品取出装置 【出願番号】特願平8-165288 【出願日】平成8年6月5日(1996.6.5) 【特許権者】株式会社バンダイ 【特許権者】株式会社メガハウス 【請求項1】 以下の構成を有する物品取出装置。 (イ)正面を有する装置本体であって、操作部、物品取出口および該物品取出口と一端で連通した落下通路を有する前記装置本体と、(ロ)前記装置本体に装着することにより、上部の物品投入用開口部が前記装置本体により覆われ、底部の落下口が前記落下通路の他端と対向する物品収納ケースであって、物品入れ替え時に前記装置本体の正面より引き出し可能な前記物品収納ケースと、(ハ)前記物品収納ケースの底壁に設けられ、前記操作部の操作に応じ回転する回転盤であって、その回転方向に沿って形成された複数の孔を有し、前記操作部の操作に応じた回転により該複数の孔の何れか一つが前記落下口と対向する位置に導かれた時、前記物品収納ケース内の物品を前記落下口から前記落下通路へ導出可能にする回転盤。 第2540609号 【特許番号】第2540609号 【登録日】平成8年(1996)7月25日 【発明の名称】紙葉類送出し装置 【出願番号】特願昭63-219767 【出願日】昭和63年(1988)9月1日 【特許権者】大和精工株式会社 【請求項1】積載された紙葉類の前部下面と当接していて所定角度回転することにより当接紙葉類を前方へ送出する送出しローラと、コインの投入によって駆動軸を所定角度だけ一方向に手動回動可能にする作動機構と、送出しローラの軸に遊嵌されていて駆動軸から動力が伝達される回転部材とが備えられ、前記回転部材と送出しローラ軸とには、一方に作動体が設けられ、他方には作動体と係合して回転部材の動力を送出しローラ軸に伝達して紙葉類をその前端が取出口から所定寸法突出するまで前方へ送出させる係合部と、所定寸法未満突出状態での紙葉類手動引出しによる送出しローラ軸逆駆動後に遊転を阻止すべく作動体と当接するストッパ部とが形成されていることを特徴とする紙葉類送出し装置。 ムシキング特許 ITmediaで「ムシキング特許を侵害」セガ、タイトー製品の販売中止求め仮処分申請 http //www.itmedia.co.jp/news/articles/0511/04/news067.htmlとして紹介されていたセガ特許。 11月4日、タイトーの業務用ゲーム機「ダイノキングバトル CARD GAME」の製造販売中止を求める仮処分を東京地裁に申し立てたようです。タイトーといえば、スクエア・エニックスが親会社に当たりますが結構いい特許を持っています。昔のコナミvsジャレコ・ナムコのようにセガvsスクエア・エニックスで特許戦争が勃発するのでしょうか。 と思っていたら、2006/3/15に和解が発表されました。 特許3712122 【特許番号】特許第3712122号(P3712122) 【登録日】平成17年8月26日(2005.8.26) 【発明の名称】ゲーム装置及びコンピュータプログラム 【出願番号】特願2002-229044(P2002-229044) 【出願日】平成14年8月6日(2002.8.6) 【公開番号】特開2004-65571(P2004-65571A) 【公開日】平成16年3月4日(2004.3.4) 【特許権者】株式会社セガ 【請求項1】 入力手段と、少なくとも二人のプレイヤによって対戦を行うゲームを実行するコンピュータプログラム実行手段と、前記コンピュータプログラム実行手段により生成された画像を表示する表示画面とを備えるゲーム装置であって、 対戦する前記プレイヤそれぞれによる操作によって選択されたキャラクタをそれぞれ前記表示画面上に表示する手段と、 相対的な優劣関係が巡回的に予め定められた3つの選択対象を表す「グー」「チョキ」「パー」のアイコンを、前記表示画面上の前記キャラクタにそれぞれ対応させて表示する手段と、 対戦に勝利したときに対戦相手のキャラクタに与えるダメージが、前記3つの選択対象のうち、1つの特定選択対象について他の2つの選択対象より大きくなるように設定する手段と、 前記特定選択対象を表すアイコンのサイズを、前記他の2つの選択対象を表すアイコンより大きく表示することにより、前記プレイヤそれぞれが対戦相手の選択した前記キャラクタに対応する前記特定選択対象を表すアイコンを互いに識別できるように視覚的に区別して表示する手段と、 対戦する前記プレイヤそれぞれによる前記入力手段の操作によって選択された選択対象を比較して優劣関係を判定する手段と、 前記優劣関係を判定する手段の判定に基づき、勝利したプレイヤが選択した選択対象に設定されたダメージを敗北した対戦相手のキャラクタに与える手段と を備えることを特徴するゲーム装置。 XML特許 ZDnetJapanのXMLの利用料金を支払え--特許権を主張する企業 http //japan.zdnet.com/news/ir/story/0,2000054251,20089449,00.htmで取り上げられていた米国特許。 ノースカロライナ州のScientigoは、XMLに関する特許2件(No. 5,842,213およびNo. 6,393,426)を知的財産ライセシング企業に委託して、ライセンシングを進めていくとのこと。 USP6,393,426はUS5,842,213の継続出願です。 United States Patent 6,393,426 USPTOの検索結果へ http //patft.uspto.gov/netacgi/nph-Parser?Sect1=PTO1 Sect2=HITOFF d=PALL p=1 u=/netahtml/srchnum.htm r=1 f=G l=50 s1=5,842,213.WKU.+6,393,426.WKU. OS=PN/5,842,213+OR+PN/6,393,426 RS=PN/5,842,213+OR+PN/6,393,426 United States Patent 6,393,426 Odom , et al. May 21, 2002 Method for modeling, storing and transferring data in neutral form Abstract The present invention simplifies the data modeling process and enables its full dynamic versioning by employing a non-hierarchical non-integrated structure to the organization of information. This is achieved by expressing data modeling, storage and transfer in a particular non-hierarchical, non-integrated neutral form. The neutral form of the present invention enables complete parallel processing of both data storage and data transfer operations. It also enables the direct integration of separate but related data models and their data without remodeling or reloading. Finally, the present invention enables direct transfer of neutral form information in a manner that includes all of the properties required to independently understand and interpret each transferred data value. Inventors Odom; Paul S. (Houston, TX); Massey; Michael J. (Houston, TX) Assignee Pliant Technologies, Inc. (Houston, TX) Appl. No. 341533 Filed July 9, 1999 PCT Filed January 28, 1998 PCT NO PCT/US98/01630 371 Date July 9, 1999 102(e) Date July 9, 1999 PCT PUB.NO. WO98/35317 PCT PUB. Date August 13, 1998 This application is a 371 of PCTUS98/01630 filed on Jan. 28, 1998 and is a continuation of U.S. application Ser. No. 08/789,860 now U.S. Pat. No. 5,842,213, filed Jan. 28, 1997. Claims 1. A method of modeling a set of information for storage in neutral form in a computer based environment, comprising the steps of a) modeling the set of information into instance data sets, each composed of an instance cluster comprised of data instance nodes, each data instance node in an instance cluster containing an assigned distinguishing structural tag comprising (1) a data reference (2) a data type (3) a data organization; and b) each structural tag having defined components for each data value in each instance cluster. United States Patent 5,842,213 USPTOの検索結果へ http //patft.uspto.gov/netacgi/nph-Parser?Sect1=PTO1 Sect2=HITOFF d=PALL p=1 u=/netahtml/srchnum.htm r=2 f=G l=50 s1=5,842,213.WKU.+6,393,426.WKU. OS=PN/5,842,213+OR+PN/6,393,426 RS=PN/5,842,213+OR+PN/6,393,426 United States Patent 5,842,213 Odom , et al. November 24, 1998 Method for modeling, storing, and transferring data in neutral form Abstract The present invention simplifies the data modeling process and enables its full dynamic versioning by employing a non-hierarchical non-integrated structure to the organization of information. This is achieved by expressing data modeling, storage and transfer in a particular non-hierarchical, non-integrated neutral form. The neutral form of the present invention enables complete parallel processing of both data storage and data transfer operations. It also enables the direct integration of separate but related data models and their data without remodeling or reloading. Finally, the present invention enables direct transfer of neutral form information in a manner that includes all of the properties required to independently understand and interpret each transferred data value. Inventors Odom; Paul S. (17023 Evergreen Elm Way, Houston, TX 77059); Massey; Michael J. (3315 Plumb St., Houston, TX 77005) Appl. No. 789860 Filed January 28, 1997 Claims 1. A method of organizing and storing a set of information in neutral form in a computer based environment comprising the steps of a) organizing the set of information into instance data sets; b) defining a time basis for the collection of instance data sets; c) organizing each instance data set into an instance cluster comprised of data instance nodes; d) assigning to each data instance node in an instance cluster a distinguishing structural tag comprising the following three components a data reference; a data type; a data organization; e) defining the components of the structural tag for each data value in each instance cluster; f) assigning properties of the data value to each structural tag; g) storing the names of all of the structural tag elements together with their respective definitions and properties in a suitable format; h) combining each data value and its respective structural tag to form a neutral form expression of the data; and i) storing the resultant neutral form expression of the data value.
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Game Update Notes 1.11.0.243 Patch 1.11 is massive and far-reaching. We’ve been working overtime to upgrade almost every component of Marvel Heroes. With this patch we are also adding our first new hero – the Human Torch – and made a massive change to the way you acquire heroes with the new alternate currency system, Eternity Splinters. In addition to polish, buffs and overall improvements, we’ve introduced a few features that didn’t make it on launch day. With so many additions to the game, there will be inevitable glitches, unintended changes and even a few changes that didn’t make it into the patch notes below. We’ll be monitoring everything very closely as the patch goes live and standing by to fix anything that is out of place. New Hero Human Torch Human Torch has arrived in Marvel Heroes! Please see this news story for full details on how to get Human Torch and other details. Human Torch is available as an in-game purchase or in exchange for Eternity Splinters. If you want to talk about Human Torch drop by the Human Torch Forum to swap tips and tricks with other players and learn the best way to play! New free hero system Eternity Splinters Eternity Splinters are a new system introduced with this patch for Marvel Heroes. Eternity Splinters replace hero token drops and offer players a chance to earn every hero in any order they wish, simply by playing the game. Adam Warlock sells all heroes for Eternity Splinters along with a few other items. He can be found beside Gambit in all three of the social hubs. Eternity Splinters drop from all enemies throughout the game. Their drop rate is influenced by your Special Item Find bonus. The rate of drop is tuned to make Marvel Heroes slightly faster than other free-to-play games in terms of getting free heroes, as we continue to work towards the goal of being the most player-focused game possible. We will continue to evaluate and iterate until we are 100% satisfied that we are meeting that goal. We intend to add many things to the Eternity Splinter vendor and anticipate future polls and player discussion about items they would like to see. For those players who still have old Cosmic Keys, they have been converted in your inventory and S.T.A.S.H. on a 1-1 basis for Eternity Splinters. Not many players purchased Cosmic Keys (almost all of them are from drops), but if you purchased a Cosmic Key from the in-game store up to 7 days previous to their removal from the game on July 2nd, and that key has not been used, we will refund the Gs you used to purchase it. Adam Warlock sells a random hero box that could contain any hero. You can theoretically get a hero you already own from this box, in which case it can be used to upgrade your Ultimate Power. New Zone Added Midtown Patrol A revamped Limbo mode has been added. Enter Manhattan to face off against waves of tough bosses in a city teeming with life! Highlights Patrol Manhattan to fight crime, save civilians and keep the city safe. Available for all levels of players. New super villain groups attack the city periodically and must be shut down. No time limit, no ’threat‘ meter. Everything is challenging, but manageable with the right gear and tactics. New items in the in-game store We’ve added several new items to the in-game store. Press ‘X’ while in game to browse and purchase any of these items. Heroes Human Torch Costumes Human Torch Blue Costume Human Torch Red Costume Iron Man Shotgun Armor Wolverine Ronin costume Items Holographic Crafter Use this to summon a holographic crafter, who will persist for 15 minutes. The holographic crafter has a one-hour cooldown but can be used permanently. Matrix of Unbinding Use this in a crafting recipe to unbind an artifact, weapon or armor item that is bound to you. Ultron Silver Avengers Assemble in awe of this new pet. S.T.A.S.H Tabs Three additional General S.T.A.S.H tabs – access these via your S.T.A.S.H. Three additional Crafting S.T.A.S.H tabs – access these via your S.T.A.S.H. Performance Upgrades Many areas of the game have performance improvements. Some are extremely significant and will greatly upgrade your play experience. A team is continuing to work on this. Advanced graphics options were added to the video options page. The graphics slider will auto change the new options. Changing an advanced option will set the graphics slider to ’Custom‘ level. Gameplay Changes Rested Experience The concept of “rested experience” has been removed from the game and replaced with a permanent increase in experience and Special Item Find (server side). You can now play whichever hero you wish, whenever you wish and not worry about min/maxing rested experience. Overall experience will be higher for all players by a noticeable margin. Movement powers You can now use movement powers in hubs to get around quicker. Damage over time powers These powers can now critical hit and scale properly when in groups. Damage in groups improved Enemy health now increases (AKA player damage decreases) at a lower rate when more players are nearby. Grouping will be even more rewarding now. User Interface Chat New options exist on the chat window to control chat filters. Additional chat functionality has been added along with “social”, “lfg” and “endgame” channels with UI to control them. More chat upgrades will appear in the future. Damage numbers Floating combat text numbers have been added as an option. Expect a few iterations as we iterate on these to ensure they look good and work right. Green is healing, red is damage and yellow are critical hits. Turn them on by pressing Esc for options and go to the Gameplay options section. Supergroups Additional functionality has been added to the Supergroup interface (some sorting technology, display of officer and supergroup name appearing on tab). Additional functionality will be added in future patches to continually improve supergroup support. Keybinding can now be reverted to default settings. You can now map mouse buttons 3-6 to various game functions. The daily terminals will now tell you if you can earn a cosmic shard by completing them. Mouse over the interface to see if a cosmic shard is available. Zoom levels in hubs is more flexible so you can see your hero in more detail. Bodysliders The Bodyslider button next to the Minimap now fills up to indicate how much time is left on cooldown. The Bodyslider icon will also change after you use it to return to town indicating that using it again returns you back to the field. Social panel Added player sorting to the Social Panel tabs. Added confirmation when donating artifacts. When closing the options menu or switching tabs you will be asked if you want to save pending changes. Story Warp Now includes level ranges for each chapter. Items New artifacts Talisman of K un Lun! Beta Particle Mini-Reactor! This artifact allows you to bring back dead allies in half the usual time. All artifacts may now only have one copy equipped. This is a step to support future artifact plans. Crafting elements are now stackable, up to 10 per stack. Experience orbs from bosses last longer so they won’t disappear during cutscenes. Darkhold Scroll gives bonus damage to ‘taunted’ enemies. Idol of Khonshu no longer uses up its buff if you hit with a ranged power twice. Mandarin Medal tooltips clarified. Several other tooltips rewritten or clarified. We will keep iterating on this when players report confusion about exactly what an item does. Medal sell price is now higher, as intended. Pyro’s Medallion now has freeze resistance. Doctor Doom’s Medallion can now roll a slightly higher chance to fear on hit. Slightly buffed Electro Medallion. Mandarin Medal now has upgraded visual effects. New items that drop in the world will no longer have attack speed for one tree only. Existing items are unaffected. Cosmic items sell for slightly more. The Bovine Sector recipe can be sold for 5,000 credits, so players have something to do with it when they find a second one. To ensure you don’t accidentally donate a recipe, there is now a confirmation pop-up box. Several small buffs to the ranges of various items and affixes in the game to make them competitive with the best. Significantly increased experience orb gains from discoveries and events. Tooltip Improvements We’ve added several pages of tooltip upgrades – too many to list. This impacts powers, items and other UI elements. Tooltips should now take into consideration the Bonus Damage Multiplier for all powers. Previously tooltips showed damage as though all powers had a 100% damage multiplier from Damage Rating on items, which is generally not the case. Most powers have anywhere from 10%-90% damage. Costume Cores All costume cores now have either 25% item rarity boost or 20% special item find, in addition to other bonuses. We realize most players prefer one of those bonuses, so we added those to every core in addition to other bonuses so players could personalize their heroes better. All cores will have 0-2 additional bonuses in addition to item rarity boost or special item find. New bonuses have been added to cores, which you will discover. Existing cores are unchanged. Missions and Enemies Many small and medium sized upgrades have been added to missions in various chapters. Too many to list, but should continue to make the new player experience smoother, clearer and more fun. Turrets, flying enemies and some of the larger bosses have a higher chance to resist knockaround effects. Grey enemies no longer drop special items (they always had a reduced chance, but now it is 0 chance). Zone Content A few new enemy types have been added in the world. In addition Poison Cloud and Missile Shield may be present on enemies. With the latter, missile users will need to enter within approximately half screen range in order to damage the enemy. A waypoint now exists at the start of the Castle Doom final instance. When a group member closes a warp in Group Challenge, a banner will notify the entire group. Red and Green terminal side bosses now drop significantly more experience orbs and credits. The following zone content has been added by the world team. Most of these were slated for launch but didn’t make it in. Chapter 1 “Symbiote Infestation” side mission in Crumbling Brownstones Chapter 3 “Demonic Incursion” event in the Bamboo Forest Chapter 7 “Dinosaur Graveyard” Treasure room in the Dinosaur Jungle (new larger format) Chapter 7 “Sacred Valley” Treasure room in the Dinosaur Jungle (new larger format) PvP New PvP modes are in development, but not in this patch. The new “Fire and Ice” themed PVP map is under heavy internal testing and development and will be released to Test Center by the end of August. Other modes are in various stages of development. Valkyrie has showed up in the game as a harbinger of the new PvP format that we are testing internally. When the new format goes live you will be able to buy special rings from her by spending Golden Crowns. You get 1 golden crown for each PvP match you complete. We will release more info on the new PvP format when it goes to Test Center. Hero Upgrades We’re changing and improving heroes every day - many upgrades will appear on the Test Center server in the weeks ahead but will not be captured in these patch notes. Our goal with designing heroes is always to make all heroes play well and feel powerful in multiple situations. General Hero Changes For maximum flexibility, all powers can now be bound to all mouse buttons and all keyboard keys. Heroes can no longer move or attack within the first 0.5 seconds of a hero switch, to prevent an accidental cancellation. The Area Power and Movement Power keywords are now visible on all applicable power tooltips. Work will continue to ensure all powers have tooltips that are as clear as possible to ensure player understanding of the systems. Black Panther This represents an initial review pass of Black Panther. As with all heroes, additional design passes will continue to occur, taking into account performance data from the live server, Test Center server and player feedback. All physical and ranged combat powers are now tagged as Fighting Powers to gain bonuses from stats. Agile Kick Reduced the cost from 24 to 20. Enervating Slash Removed the slow effect as it was redundant with Freezing Slash. The power now weakens and does damage over time to enemies. Freezing Slash Increased the damage of the power by 20%. The slow no longer scales off of ranks in Enervating Slash, but now scales off of ranks in itself. Attack speed increased by 25% to be competitive with Enervating Slash. Slow effect strengthened to match the previous slow strength of Enervating Slash. Jungle Snare Power now also makes enemies more vulnerable to damage. Panther God s Gift Power can now be slotted on right mouse button. Resistance debuff now reduces enemy defenses by a large scaling amount to have a larger impact on bosses. Panther Slash Increased the damage of the power by 20%. Panther Speed Power now also increases crit chance while active, giving the power a role in combat. Reduced the cost from 50 to 35, to better match the strength of the ability. Also added a cooldown that matches the duration of the effect, to indicate when the power should be reactivated. Panther s Grace and Panther Sight The unlock order of these two powers has now been swapped. Panther s Grace now unlocks at level 16, allowing players to reach high dodge scores earlier. Panther s Sight now unlocks at level 20, and the damage bonus granted has been increased to better match its new position. Predator s Aim Power now reduces enemy defenses by a scaling percentage to be more effective against bosses. Effect duration has also been rebalanced to match the strength of the defense reduction. Triple Shot Increased the damage by roughly 50%. Reduced the spread and slightly increased the projectile size to better clear groups and be more effective against large single enemies. Reduced the spirit cost from 30 to 27. Vibranium Trap Increased damage contribution from items to be more competitive with Scything Slash. Cable This represents an initial review pass of Cable. As with all heroes, additional design passes will continue to occur, taking into account performance data from the live server, Test Center server and player feedback. Blistering Bolt Increased the damage scaling by 5%. Also increased the damage synergy from 2% to 2.5% in other basic powers, to be consistent with Searing Shot. Bodyslider Bomb (Ultimate Power) The power has been rebalanced to no longer deal percentage based damage, but instead deal a large amount of flat damage (damage dealt is similar to what Cyclops can achieve with his ultimateUltimate Power). The taunt now affects enemies that are offscreen. The explosion now affects the entire screen, always stuns bosses, and no longer teleports enemies away from the explosion area. These changes allow the power to function more consistently in end game. Bold Aura Slightly increased the bonus damage scaling to have a more rewarding growth rate. Concussion Blast Power activation and projectile travel speed have been increased by 5%, to make the power more responsive. Damage has been increased by 10%. Elusive Roll (now Defensive Roll) Power has been renamed to Defensive Roll, and changed to roll to the mouse cursor position. Additionally, a small passive dodge bonus has been added to the power to give more reward when points are placed in the power, or when an item buffs/grants ranks in the power. Energy Pulse Increased the damage scaling by 5%. Power now deals scaling bonus damage when it crits. Also increased the damage synergy from 1% to 2.5% in other basic powers, to be consistent with Searing Shot. Mental Resilience Power now clears and grants temporary immunity to all forms of crowd control, not just mental negative status conditions. Quick Bodyslide Removed the cooldown from the power. We ll make additional adjustments to this power in a future update, and rebalance this power and Deadpool s version to be consistent with each other. Searing Shot Increased the damage scaling by 5%. Vortex Grenade The activation speed of this power has been sped up (both animation and travel time for grenade) to be more responsive. The power now also has a 1% damage synergy with Homing Shot in addition to the duration synergy. Colossus This represents an initial review pass of Colossus. As with all heroes, additional design passes will continue to occur, taking into account performance data from the live server, Test Center server and player feedback. These changes for Colossus are based on feedback from the forums, including feedback from the Top 5 changes thread. Overall, we re buffing Colossus to be more relevant in both a melee DPS role and a support/tank role. Basic Powers have been buffed to be more relevant in end game. Steel Punch Damage increased by 20% and damage synergy increased from 2% to 2.5% per point in other basic powers. Reeling Punch Damage increased by 20% and damage synergy increased from 2% to 2.5% per point in other basic powers. Osmium Punch Damage increased by 20% and damage synergy increased from 2% to 2.5% per point in other basic powers. Also adjusted the amount of Armor regenerated to better match the new Armor strength (see below). Knockdown powers have been buffed to allow for easier flow into double damage with Reeling Punch. Demolition Stomp Knockdown increased to 1.5 seconds. Also increased damage by 25% to be competitive with Spinning Fists, and to encourage using this as an opener for his knockdown combos. Crushing Smite Knockdown increased to 2 seconds. Steel Splash Knockdown increased to 2 seconds. Additionally, this power has been sped up, with both the activation speed and travel speed increased by 15%. Osmium Charge Knockdown increased to 1.5 seconds. Colossus’auras have been buffed to provide more team support and encourage use. Battle Aura Bonus damage increased by 25%. Protective Aura Defense bonus increased by 25%. Sustaining Aura Spirit regen increased by 25%. Stalwart Aura Tenacity bonus increased by 25%. Secondary Resource (Armor) We ve buffed Colossus Armor secondary resource, to make it more relevant to end game. The Armor regen rate has been increased by 50%. Osmium Skin Power now grants a scaling percent bonus to Armor and Armor regen rate, allowing ranks in the power to be meaningful at all levels. Cyclops This represents an initial review pass of Cyclops. As with all heroes, additional design passes will continue to occur, taking into account performance data from the live server, Test Center server and player feedback. Combat Roll Now rolls towards the mouse cursor, not away from it, damaging enemies. Tactical Kick Now lowers defenses of enemies. Sweeping Kick Now weakens enemies. Side Roll Now adds a dodge buff at the end of movement. Uncanny Focus Now regenerates 8 spirit per second; this does not scale. Now grants a dodge bonus of 0.5% per rank, and upon successful dodge, restores 0.5% of spirit per rank in the power. Channeled Blast Power now animates and rotates faster, and has an additional slow effect. Added synergy with Optic Barrage and changed UI to reflect this. Optic Barrage Increased damage bonus awarded by items for Optic Barrage. Added synergy with Channeled Blast. Optic Devastation Medals now grant bonuses to this power. Cunning Blast Now performs a backwards roll away from the cursor, instead of a slower leap. Secondary Resource (Command Points) Increased the rate to gain Command Points. There will be more work done on Cyclops’ secondary resource in the future. Tactical Command Duration now increases with rank. Defensive Tactician The dodge bonus was unintuitive. It was applied only against targets affected by Tactical Analysis, but that meant it wouldn’t show up in the Character Sheet and would be difficult to tell who you could dodge more against. Made the following changes Decreased dodge bonus, made it unconditional so that it is on all the time if you are near Cyclops (and always on Cyclops). Added flat damage debuff (weaken) to targets affected by Tactical Analysis. Adjusted dodge bonuses on dodge powers so that you cap out to 50% when all three dodge powers are rank 20. Increased damage (and bonus damage from items) for several spirit spending powers Channeled Blast Cunning Blast Explosive Blast Maximum Optic Beam (Ultimate Power) Optic Barrage Piercing Blast Wide Beam Daredevil This represents an initial review pass of Daredevil. As with all heroes, additional design passes will continue to occur, taking into account performance data from the live server, Test Center server and player feedback. Statistics Energy Projection now increases to 2 at level 10. Club Strike Attack speed increased by 10%. Club Sweep Damage increased by 10%. Elektra Alliance (Ultimate Power) Elektra is now un-targetable and invulnerable. Enter the Void Cost reduced from 10 to 5. Duration increases at every rank, and scales in duration to make the progression per rank better. Tooltip fixed. Man Without Fear Now provides 5% more dodge at max rank. Provides slightly more dodge at each rank to make the progression per rank better. Radar Ping Cost reduced from 10 to 5. Restorative Trance Healing per second increased by 10% at every rank. Taser Club Attack speed increased by 10%. Updated VFX. Whirling Club Damage increased by 20%. Deadpool This represents an initial review pass of Deadpool. As with all heroes, additional design passes will continue to occur, taking into account performance data from the live server, Test Center server and player feedback. Big Ol Stab Damage increased by 10%. Cost reduced from 14 to 10 spirit. Itty Bitty Boom Explosion delay decreased by 60%. Projectile speed increased by 50%. Secondary resource (Pain) No longer decays over time. Flesh Wounds Attack speed increased by 20%. Shoot All the Bullets Damage increased by 20%. Cost reduced from 20 to 15. Slice n Dice Damage increased by 15%. Cost reduced from 25 to 19. Hawkeye This represents an initial review pass of Hawkeye. As with all heroes, additional design passes will continue to occur, taking into account performance data from the live server, Test Center server and player feedback. Destructive Volley (Ultimate Power) Damage over time per rank increased and debuff duration per rank decreased to ensure a net per second gain in overall damage. (The base homing arrow hits remain unchanged.) Freeze Arrow Now affects multiple targets in a small area around the point of impact. Shrieking Arrow Firing speed and range increased. Taser Arrow Now arcs to more than one target at higher ranks, although not to quite the same degree as Captain America’s shield bounces or a lightning power. Tear Gas Arrow Now calculates its damage per second so that the duration scaling on the area of effect is a pure increase, instead of stretching and scaling higher values to fit. Firing speed and range increased. Trick Arrows Several powers in this category have had their spirit costs reduced. Vibranium Arrowheads Now improves the defense penetration of ALL powers, not just ones on the Archery tab to help open some alternative builds. Hulk This represents an initial review pass of Hulk. The defense system upgrade will have a huge impact on Hulk and he will be designed around that system in the coming weeks. As with all heroes, additional design passes will continue to occur, taking into account performance data from the live server, Test Center server and player feedback. Health Hulk’s base health at all levels has been increased by 20%. Secondary resource (Anger) Now gained more quickly. Removed passive defense buff for hoarding Anger. Removed damage buff on powers for hoarding Anger. When spending Anger, Hulk now gets a heal (10% HP over 3 seconds). Passives Buffed Anger gaining passives Worldbreaker Activation chance is now 100% on hit, added bonus crit chance and crit damage. Short Temper automatically doubles the Anger gain you get from getting hit; added defense and max HP buffs. Introduced animation speed difference between Furious Punch and Savage Swing. Unbridled Rampage Added damage buff and health regeneration for duration of power. Added flat, non-scaling heal percent per anger spent. Removed restriction on Anger gain. Duration no longer scales with ranks. Movement/Cast speed increase is only applied (at a flat 20%) if you spend more than 3 anger points. Stances Stances have been redesigned so they are mostly passive with a short activated ability (passive effects are still on even if the power is not equipped). Activated abilities start with a 20 second cooldown and scale down .25 seconds per rank. Hulk Tough Added a damage shield that scales with ranks; activate to become immune to damage for 3 seconds. Hulk Free Added a movement speed buff; activate to cleanse CC effects and to become immune to them for 3 seconds. Hulk Mad Added a crit chance; activate to guarantee crits for 5 seconds. Roars Mighty Roar Redesigned to taunt and give damage debuff to enemies. Terrible Roar Redesigned to deal damage and give damage vulnerability to enemies. Rubble Toss Added a stun on spending Anger point. Increased damage for the following powers Crushing Leap Demolishing Charge Furious Punch Ground Smash Iron Man This represents an initial review pass of Iron Man. As with all heroes, additional design passes will continue to occur, taking into account performance data from the live server, Test Center server and player feedback. Jet-Assisted Slam Adjusted the power to hit as an AoE instead of a forward cone, to make the power easier to use. Added 2% damage synergies with Hyper-Velocity Charge and Death From Above. Hyper-Velocity Charge Added 2% damage synergies with Jet-Assisted Slam and Death From Above. Death From Above Added 2% damage synergies with Jet-Assisted Slam and Hyper-Velocity Charge. Our primary goal for Iron Man in this patch was to improve the feel of his basic powers and his trio of micro-missile powers. For his basic powers, we focused on speeding up the attacks and the projectiles so that they’re easier to use against mobile enemies. Repulsor Beam Sped up the attack animation by 15% and the projectile speed by 60%. Freon Ray Sped up the attack animation by 15% and the projectile speed by 60%. Disruptor Beam Sped up the attack animation by 15% and the projectile speed by 60%. For the micro-missile powers, we improved their targeting methods and gave Micro-Missiles and Missile Salvo a little bit more damage. Micro-Missiles Increased starting damage by 33%. Updated the targeting of this power. The power can now be manually targeted by activating while the mouse cursor is over an enemy. When no target is selected, the missiles prioritize enemies in the center of the screen. If there are no enemies in the center of the screen, the missiles target the nearest enemy. Missile Salvo Increased the damage scaling by 25% and raised the starting damage to be more competitive with Micro-Missiles. Automated Missiles Updated the targeting of this power. The missile prioritizes enemies in the center of the screen. If there are no enemies in the center of the screen, the missile targets the nearest enemy. Jean Grey Jean Grey has a significant number of changes in the works for an upcoming patch. For today, we wanted to increase her base move speed as part of a global design review. Jean Grey s base movement speed has been increased by roughly 10% to be on par with most other heroes. Ms. Marvel This represents an initial review pass of Miss Marvel. We intend to further review Ms. Marvel’s basic mechanics, tankiness and overall power trees. As with all heroes, additional design passes will continue to occur, taking into account performance data from the live server, Test Center server and player feedback. Statistics Energy Projection now increases to 6 at level 56. Photon Punch Now increases photonic energy with each strike. Now deals physical damage. Cosmic Haymaker Slightly increased range, and improved the targeting. Haymakers should not miss as often. Mighty Punch Damage increased by 20%, putting it on par with Photon Punch. Defiant Escape No longer requires or spends photonic energy to become immune to conditions for a brief duration, and gains 0.25 seconds of immunity per point (up from 0.1 seconds). After activation, players can now move immediately and can activate the power without being under the effects of crowd control. Uppercut Blast Now consumes all photonic energy to deal bonus damage, and grants a 50% damage reduction buff for a short duration. The duration is based on how much photonic energy you consumed when using the power (1.5 seconds per pip of photonic energy used). Uppercut Blast’s attack speed and energy damage have been increased. Photonic Blast Now a basic power. Now has a 3% damage synergy with Stellar Beam. Stellar Beam Now a basic power. Now has a 3% damage synergy with Photonic Blast. Photonic Wave Damage increased by 10%. Secondary resource cost removed. Cost reduced from 27 to 20. Now has a 3% damage synergy with Photonic Devastation. Photonic Devastation Now has a 2% damage synergy with Photonic Wave. Secondary resource cost removed. Animation time to start the power has been sped up. Photonic Regeneration Secondary resource cost has been removed to activate the instant heal. Photonic Regeneration s healing effects are now increasing by your current level of Photonic Regeneration. Heal over time duration is now 3 seconds (down from 5). Cooldown has increased to 3 seconds. Healing has been slightly reduced to compensate for the reduced activation costs. Stellar Flare Maximum charge up time has been reduced by 25%. Ms. Marvel is now immune to all crowd control while channeling Stellar Flare. Now grants a 50% damage reduction buff for a short duration. The duration is based on how much photonic energy you consumed when using the power, up to 10 seconds at maximum photonic energy. Photonic Defense Now resists damage from all angles. Now adds photonic energy for each attack blocked. Energy Absorption Now has a chance to gain photonic energy when dealing energy damage. Kree Toughness Now has a secondary effect of increasing attack speed for fighting powers, based on how much photonic energy you currently have. Warbird Charge Now adds photonic energy for each enemy that is hit. Crashdown Strike Damage quadrupled, and increases photonic energy for each target hit. Now has a 10 second cooldown which decreases with power points. Knockdown duration now increases with power points. Finishing animation is now shorter, and can be cancelled immediately after Ms. Marvel has landed.. Binary Overdrive (Ultimate Power) Now increases all types of damage. Initial damage has been increased 40%. Damage over time portion increased 20%. Secondary resource (Photonic Energy) has been converted to a pip system, to make it easier for players to see how much energy they have at a quick glance. Photonic Energy now grants percent damage reduction, up to 30% at maximum photonic energy (3% per pip.) Photonic Energy now decays 80% slower, and increases when being struck by any type of attack (with bonus Photonic Energy rewarded when struck by an energy attack). Increased damage scaling for these powers Flying Knee Roundhouse Kick Uppercut Blast Warbird Charge Punisher Movement speed has been increased by roughly 10% to be on par with most other heroes. Chemical Mine Explosion delay timer reduced by 25%. No longer reduces the defenses of affected enemies. Explosive Rocket now deals double damage to targets at the center of its effect. Pain Tolerance Now reduces damage by a flat percentage. This mitigation amount increases when Punisher has low health. Proximity Mine explosion delay timer reduced by 25%. Now reduces the defenses of affected enemies. econdary resource (Vengeance) No longer decays. Show No Mercy Can now be used against any target. Base damage reduced by 38%. Now deals double damage against stunned or knocked down targets. Sticky Mine Explosion delay timer reduced by 25%. Scarlet Witch We’ve made some improvements to Scarlet Witch in light of the global change to damage over time powers. We focused on improving her speed and the strength of her direct damage spells. Movement speed has been increased by roughly 10% to be on par with most other heroes. We also increased the attack speed and damage on her basic powers and Hex Orb Hex Bolt Damage increased by 20% and projectile speed increased by 60%. Menacing Hex Attack speed increased by 20% and projectile speed increased by 60%. Bewitching Hex Attack speed increased by 20% and projectile speed increased by 60%. Hex Orb Damage increased by 20%. Chaos Tempest Sped up power activation and recovery by 25% to make the power easier to use in dense combat. Secondary resource (Chaos Flux) Added a decay and made it do something all the time. It now it gives % damage bonus based on current amount. A larger redesign for this secondary resource is in development that involves some cool new engineering. Unmake Reality (Ultimate Power) Now allows loot to drop from enemies killed by it! Spider-Man Spider-Man just has some simple changes in this patch before a larger review. Corrosive Web Fluid Increased damage scaling, and added a damage synergy with Web Spray in addition to the duration synergy. Sticky Strike Spider-Man s slowing and immobilizing powers now tag enemies as Webbed even when the slow or immobilize is resisted or prematurely ended. This allows Sticky Strike to deal double damage against bosses or other characters with high tenacity. Leaping Assault Now knocks down enemies rather than knocks back. Also now flags enemies as ’webbed‘ to combo with Sticky Strike. Storm Due to changes in Storm s power trees, all Storm players have been given a free respec for their power points. Chain Lightning/Thundering Bolt Chain Lightning is now unlocked at level 6. Thundering Bolt is now unlocked at level 16. Chain Lightning is a fun, iconic skill and should be available at a lower level. Thundering Bolt was swapped since Storm has access to other crowd control methods in early levels. Damage on these powers have been adjusted appropriately for their new positions in the power tree. Thundering Bolt has also gained a small amount of scaling on the stun duration with power ranks. Crashing Hail Damage scaling has been massively increased. Synergy has been converted to damage rather than duration. The duration scaling per level has been lowered in favor of higher damage scaling for more power interactivity. Storm’s tempest powers have been divided into two categories to allow Storm players more flexibility over the buffs they want to activate. Two tempest powers – Thundering Tempest and Quickening Tempest – have been renamed and moved. Gusting Tempest and Freezing Tempest are still classified tempest powers, and only one of the two can be active at once. They now drain spirit over time while active, are both located in the Stormcrafter tree, and have gained additional effects. Gusting Tempest Now deflects all projectiles upon turning the skill on or off, and has gained a passive chance while active to deflect projectiles in addition to knocking back enemies. It now deals light physical damage while active, and has a damage synergy with Freezing Tempest. Freezing Tempest Now deals energy damage to all enemies in the tempest area while active, and has gained a damage synergy with Crashing Hail. Refreshing Breeze and Quickening Breeze (formerly Quickening Tempest) are now classified as breeze powers, and only one of the two may be active at a time. They now reserve a percentage of your maximum spirit. You may have a breeze power and a tempest power active simultaneously. Thundering Maelstrom (formerly Thundering Tempest) Will no longer disable tempest powers (or breeze powers) and is not classified as either. Players may use a tempest power, breeze power, and Thunder Maelstrom all at once. Lightning Rush Now part of the Skybreaker tree, and unlocks at level 28 (up from level 10). The damage of the skill has been accordingly increased. Storm already has mobility skills at early and mid levels, and we wanted to open up the level 10 Windrider unlock spot for a new passive (see below). Turbulent Winds A new passive power unlocked at level 10, Turbulent Winds. Turbulent Winds adds a damage vulnerability debuff to Buffeting Zephyr, Sirocco Rush, Sudden Tornado, and Gusting Tempest. Turbulent Winds also grants a short burst of movement speed when Storm dodges an attack. Crashing Hail and Blizzard have been combined into one power. The new Crashing Hail now unlocks at level 20 (down from 28), and slows enemies in its area of effect in addition to the damage and armor reduction. The damage and damage scaling of the skill has been increased, and it now has a damage synergy with Freezing Tempest. Blizzard did not provide enough impact, and this change will solidify Hail as debuff-centric AoE with solid damage. Lightning Rush Now part of the Skybreaker tree, and unlocks at level 28 (up from level 10). The damage of the skill has been accordingly increased. It now deals double damage against stunned targets, and has gained synergy with stunning Lightning powers - Stunning Bolt, Thunderstrike, and Lightning Column. Thundering Bolt has gained a small amount of scaling on the stun duration with power ranks. Sirocco Rush No longer has a synergy with Lightning Rush. Instead, Sirocco Rush now gains stun duration with power ranks. Sudden Tornado now knocks foes back (instead of knockup), and fires three tornadoes per cast. Spirited Now scales by a flat amount with each power point. Spirited now also increases your maximum spirit by a percentage. Lightning Storm Now has an upfront burst of damage when cast, and gains area-of-effect duration with power points. Gusting Tempest and Freezing Tempest reserve a flat amount of spirit to keep active, have gained additional effects, and now share a damage synergy. Gusting Tempest has gained light physical damage and is now tagged as a Wind Power, and its deflection chance has been retuned to be higher at rank 1. Freezing Tempest has gained a chance to freeze enemies within its area. Crashing Hail, Thundering Maelstrom, and Lightning Storm now share a damage synergy with each other. Crashing Hail and Blizzard have been combined into one power. The new Crashing Hail now unlocks at level 20 (down from 28), and slows enemies in its area of effect in addition to the damage and armor reduction. Quickening Breeze and Refreshing Breeze now reserve 20% spirit to maintain. Refreshing Breeze now restores health to nearby allies (including yourself) while active. Lightning Rush has gained synergy with stunning Lightning powers - Stunning Bolt, Thunderstrike, and Lightning Column. Turbulent Winds grants a short burst of movement speed when Storm dodges an attack. Slow effects on Freezing Tempest, Crashing Hail, and Thundering Maelstrom have had their scaling increased per power point, rather than slow bonus synergies with each other. Crashing Hail and Thundering Maelstorm gain more powerful slow effects than Freezing Tempest. Increased the damage scaling of Ball Lightning. Thor These are all the changes for Thor from the last month or so, combined. We are continuing to monitor Thor, particularly as related to the defense system upgrade coming in the next major patch. Almighty Mjolnir Increased initial damage by 20%. Increased missile radius by 20%. Reduced the additional Spirit cost for charging Almighty Mjolnir to 5 per second (down from 10 per second). Initial spirit cost of this power remains unchanged. Asgardian Smite Increased damage by 20%. Asgardian Stamina Increased bonus health from to 50 per rank (up from 15). Bring the Thunder Increased animation speed. Hammer Punch In addition to its regular damage, made this ability deal 1% of targets max health on hit, scaling by 0.1% per level of this skill. Increased spirit cost to 20. Hammer Strike Increased animation speed. Increased the scaling on damage. Leaping Smite This power now automatically stuns the foe. Removed all Odinforce references and requirements. Increased scaling damage slightly (~15%). Lightning Smash Increased the energy damage component by 25% (this will help other powers that scale based on Lightning Smash). Tagged as a Fighting Power to match other melee hammer powers. Lightning Strike Increased damage by 30%. Mighty Shockwave Attack speed increased by 100%. Travel speed increased by 50%. Area width increased by 10%. Secondary resource (Odinforce) You gain a small amount of Odinforce whenever you hit with a ranged power and a large amount of Odinforce whenever you hit with a melee power or kill an enemy. Removed the mechanic which gained Odinforce when enemies are nearby. Storm Hammer Increased animation speed. Increased damage by 20%. Increased the movement speed for Mjolnir by 35%. Thunder Surge now God Blast Massively increased the base damage and scaling damage. God Blast spends all remaining Odinforce and adds significant damage per point of Odinforce used. Animation speed increased to be more responsive. We’ll be watching the data on this power to ensure it lives up to its name! Thundering Strike This power will now ignore some defense (2.5% defense penetration per rank in the power). Increased radius. Made the chance to stun scale more aggressively at higher ranks. Thunderous Charge Increased damage by 10%. Changed unlock levels of some of Thor s Powers and updated damage curves. Wolverine All power synergies and dependencies for Wolverine have been removed in favor of higher base damage per rank and self-sufficient power mechanics in order to encourage power point allocation diversity, especially in endgame builds. Adamantium Skeleton Bonus physical and energy defense increased. Now adds bonus tenacity against all negative status effects instead of just forced movement. Unlocks at level 20. Adrenaline Rush Now a toggled effect. Dodge bonus now scales only off of ranks in Adrenaline Rush (synergy with Furious Lunge ranks removed). Overall benefits reduced at lower ranks and increased at higher ranks. Blood Hungry Sweep (new power) A PBAoE slash that deals extra damage to bleeding targets. Unlocks at level 10. Bloody Slash No longer slows enemies. Attack speed increased. Base damage increased. Bleed damage decreased. Bloody Victory Now a passive power that heals Wolverine each time he defeats an enemy. Unlocks at level 28. Brutal Slash Damage increased. Unlocks at level 3. Cage the Beast Now has a 5 second cooldown. Cannot be used while at max spirit. Eviscerate Damage increased. No longer uses Spirit on activation. Unlocks at level 1. Feral Growl Now stuns nearby enemies. No longer causes fear to distant enemies. Now unlocks at level 18. Feral Senses No longer adds bonus chance to avoid missiles. Now unlocks at level 8. Furious Lunge Now unlocks at level 2. Hack ‘n’ Slash No longer procs an extra AoE attack on crit. Attack speed increased. Damage increased. Now awards double Fury generation. Now deals damage in a small arc in front of Wolverine (the functionality now matches Wolverine’s other basic powers). I’m the Best There Is Can now be used against any target. Base damage decreased. Now deals double damage to bleeding targets. Quick Slash Damage no longer gains bonus scaling above rank 20. Regeneration Boost Now has a 5 second cooldown. Healing increased. Now cannot be used while at max health. Cost reduced. Now unlocks at level 16. Savage Recovery No longer increases Attack Speed or Move Speed. Now increases crit chance by 40% while its effect is active. Smell Weakness Removed from Wolverine’s powers, and replaced with Blood Hungry Sweep. Unleash the Beast Now applies its effects instantly. Wolverine s bleed effects should now tick every half second instead of every second. Character Sheet and Damage Rating. A few new stats have been added to the character sheet. We are looking to iterate on presentation of information to ensure that it is easy to understand. Players were sometimes confused when the equipped an item with +10 damage and didn’t get +10 damage on every power. This is because every power has a damage rating multiplier; this multiplies the damage rating value which now shows up on the character sheet. We are going to add Damage Rating Multiplier to each power’s tooltip at some point in the future. Autofire powers, particularly, get less Damage per shot because they have a low Damage Rating Multiplier while Hulk’s Punch gets full value from Damage Rating. This does not change any powers or items; it is simply a presentation change. Bug Fixes There are many pages of small bugs that have been fixed. These include many VFX fixes, tooltip bugs, enemy behavior bugs, animation bugs, item/artifact bugs and interface quirks. Top 10 fixes that you are likely to notice Some missions that were not giving party credit on interaction with mission objects have been adjusted to properly give party credit when anyone in the party interacts with the object. Resistance penetration should work for all skillshot powers. Healing and other beneficial effects will now work when you are Invulnerable. Items and Powers that grant a percentage of generic armor to all types of damage, should now be reflected with an updated number on the Character Sheet. Fixed the character sheet s ‘stats’ tab not displaying health regen granted by powers. Items and Powers that grant a percentage of generic armor to all types of damage, should now be reflected with an updated number on the Character Sheet. Vanity Pets are no longer targeted by bouncing attacks. The summons from the AIM Robot Dispenser now follow you around instead of wandering off randomly. All slow powers should actually slow correctly.
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ニコニコ動画/描いてみた 2007-12-20 猫が可愛すぎるので描いてみた。~食べ盛りの子猫~ http //www.nicovideo.jp/watch/sm1503266 肉が可愛すぎるので描いてみた。~今夜は肉祭り~ http //www.nicovideo.jp/watch/sm1426661 じじいが可愛すぎるので描いてみた。~じじいの逆襲~ http //www.nicovideo.jp/watch/sm1380867 SAIで食べ物を描いてみる http //www.nicovideo.jp/watch/sm627496 SAIで食べ物を描いてみる2 http //www.nicovideo.jp/watch/sm665355 SAIで食べ物を描いてみる3 http //www.nicovideo.jp/watch/sm682401 SAIで食べ物を描いてみる4 http //www.nicovideo.jp/watch/sm792717 妖精さん好きな私が魔法陣を描いてみた β http //www.nicovideo.jp/watch/sm1197275 SAIでニコニコお絵かき 翠星石編 http //www.nicovideo.jp/watch/sm915220 初音ミクをコピックで描いてみた http //www.nicovideo.jp/watch/sm1791784 ドット絵で鏡音リンを描いてみたーョ http //www.nicovideo.jp/watch/sm1643344 アイドルマスター菊地真(スク水)を描いてみた http //www.nicovideo.jp/watch/sm566474 描いてみた@清浦刹那 http //www.nicovideo.jp/watch/sm963770 描いてみた@春香 真 http //www.nicovideo.jp/watch/sm987083 描いてみた@菊地真 http //www.nicovideo.jp/watch/sm1010739 衝撃!エロい絵 http //www.nicovideo.jp/watch/sm1078300 戻る Amazon ASINを正しく入力してください。