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ip_armies_size|Army Size ip_armies_size_text|The size of your army, similar to the armies of the lords, depends on several factors ^^Leadership each point will increase the maximum size of your army by 5. Companions with Leadership help lead the party.^^Charisma each point of your charisma will increase the maximum size of your army by 1. It is your ability to attract men to your cause.^^Renown every 9 points will increase the maximum size of your army by 1. Fame attracts followers.^^Holdings every town will add 80 men and each fort 40 to the maximum size of your army. These spots represent men you can raise through a levy.^^Bear in mind that party size at sea is restricted by ship capacity. Extra troops can always be left at a settlement garrison, player Refuge (once built), or any Camp Quarters. ip_morale|Morale ip_morale_text|Morale represents the ability and willingness of the troops in a party to summon up the endurance, bravery, and discipline they need to face the stresses of battle and the march. It is not the same thing as the troops' happiness. Elite troops may grumble and whine about the hardships of campaigning -- but then stand together as one when the arrows start to fly. On the other hand, a commander who gives his men everything they want may find that they grow soft, and waiver before the enemy's charge.^^Morale's greatest impact is on a party's behavior in battle, determining how aggressively troops engage the enemy, and how likely they are to break and run if they perceive the tide of battle turning against them. Morale also affects a party's march speed, as a less motivated party will move more slowly, as the men are not pushing themselves to their physical limit, and pause more frequently, as it waits for stragglers to catch up. Finally, a party with very low morale will start to suffer desertions.^^Some factors that affect morale are intuitive. For example, a charismatic commander with a reputation for winning battles can infuse his or her men with a sense of confidence. Leaders who give their men well ample and varied supplies of food, and pay them on time, demonstrate that they care about their troops' welfare and are less likely to lead them into disaster.^^Other factors are less intuitive -- particularly those related to a party's sense of group cohesion. In a small tight-knit party, for example, men will often fight hard against daunting odds to avoid showing cowardice before their comrades-in-arms. A large party on the other hand may see its cohesion strained, as the commander has less time to supervise the men, listen to their grievances, and resolve their disputes. Frequent battles will strengthen the bonds between men, while long periods without combat will see the troops become bored and quarrelsome.^^The morale report, accessible by hitting the 'Party Info' button on the 'Character' screen, will give the player a sense of the factors affecting his or her men's morale. ip_economy|Economy ip_economy_text|Towns and villages in the Northlands need a wide variety of goods for their populations to remain healthy and productive. First in importance is food. Grain is the staple crop of the Northlands, but people also need fat and protein in the form of meat, fish, or cheese. It takes almost as much work to preserve meat as to produce it in the first place, so salt is also in high demand. After food comes clothing heavy wool, lighter linens, or luxurious velvet. Finally, people need the tools of their trade ironware, pottery, leatherware, and, of course, arms, armor, and horses for war.^^Most agricultural products are produced in the villages, while artisans in the towns specialize in manufactured or artisanal goods like fabrics or ironware. Also, different resources can be found in different parts of the country. Consequently, the key to prosperity in the Northlands is trade -- both between the villages and the towns, and between the major towns themselves.^^When trade flows, goods will be available and affordable, the population of a settlement will be healthy and energetic, and migrants will flock from the nearby regions. The settlement will produce more, consume more, and be able to contribute more in taxes to their lords. When trade dries up, towns and villages will see their workers flee to seek work elsewhere, and economic activity will drift to a stand-still. Thus, it is in the interests of rulers to protect trade routes from the hazards of war and banditry. A smart merchant, however, may want to seek out towns which have become isolated from the rest of the land, as he or she may be able to turn a tidy profit from the resulting price imbalances.^^Because villagers usually plan to take their goods to market in towns, village markets will be rather quiet places, and villagers will buy cheap and sell dear. Serious merchants will stick to the towns to make a profit, although some parties may decide to make a quick stop in a village to acquire supplies.^^A player who wants to know about the factors affecting a region's prosperity can speak to the mayor of the local town. Other information can be gleaned from passers-by, although they might not know very much outside of their own particular trade. ip_courtship|Courtship ip_courtship_text|You may wish to marry into one of the Northlands' noble families. Marriage is not necessary for someone to rise in power and stature, but it does provide them with an opportunity to improve their relation with lords and establish a claim to the throne.^^Marriage requirements will be different for males and females. A male character will usually need to pursue a traditional path of courtship. He should establish a reputation in aristocratic society, get on good terms with his bride's parents or guardians, and then woo the lady according to local custom. If a player grows impatient, he may attempt to take a shortcut -- but there will be consequences in his relations with other lords.^^A male character should keep in mind that other lords will be competing with him for the affections of the kingdom's ladies. Also, a lady's tastes are unpredictable, and a player may also find that the object of his love does not love him in return. Romance, in the Northlands as elsewhere, does not always prosper. Of course, a player may resort to other, less gentlemanly means of winning a lady's heart, but again, that will have a serious impact on his reputation.^^To get started on the path of courtship, a male player should try to get involved in the social life of the aristocracy of the Northlands, attending feasts and tournaments. Also, wandering troubadours and poets can serve as a useful repository of information on courtship, and keep the player up to date about the latest gossip.^^Female characters can also marry -- but they should keep in mind that these societies are very traditional, and, as adventurers, they have chosen a very unconventional path for a woman. A female character may have to look for a while to find a lord who is open-minded enough to marry her.^^On the bright side, a female character does not have to go through the elaborate rituals of courtship, and she also may gain more from a marriage than her male counterpart. For a woman adventurer, marriage can be a quick path to power -- and an unscrupulous character may be able to use her husband as a tool of her political ambitions. ip_politics|Politics ip_politics_text|The realms of the Northlands, although they represent different cultures, all shared a basic political system that preceded feudalism. At the top of Germanic social hierarchy was the king, elected by a council of noblemen from the royal house. All the land of the realm belonged to the king, who distributed it among the aristocracy and the warriors who had performed outstanding deeds. This land however did not become their property and in case of death, either the king or the client, returned to the ruler. The nobility governed each shire in king's name with the responsibility for administration and justice, raising and leading the levies of men to the battlefield. For this purpose they divided their land into smaller parcels among the freemen who formed the backbone of the rural economy of the kingdom. These farmers and householders paid rent to their overlord and/or had several duties with him, such as building fortifications or working some days of the week during the harvest-time.^^This system of clientship was also practised between nobles, which established hierarchies of homage and political support. The increasingly powerful monasteries were autonomous ecclesiastical establishments with their own land and clients.^^A distinctive feature of the Celtic societies (Gaelic, Welsh and Pictish) was the importance of the corporate lineage-group, the clan. A large group of related people supposedly descended from one common ancestor, acting as an independent social and legal entity.^^When one realm in the Northlands makes war on another, the political unity of each kingdom is as important as the quality or number of its soldiers in determining the outcome. In a cohesive kingdom, nobles will join together in a large force to sweep their opponents before them. In a kingdom divided by petty quarrels, lords will fail to respond to the marshal's summons, or drift away to attend to their own business if a campaign is not going well. A faction's political cohesion will also impact warfare when campaigns are not in progress. In a divided faction, lords will be less likely to join together on raids and patrols or to come to each other's defense.^^If it seems nobles' bickering and quarrels are self-defeating when the enemy is just around the corner, keep in mind that ultimately, a noble's loyalty doesn't belong to a particular faction or culture, but to himself and to his family. If a noble fears that his faction is collapsing, or if he is being neglected by his liege, he can usually find a reason to withdraw his oath of allegiance and change sides. Players should keep this in mind, as they may find that there are opportunities to turn discontented former enemies into allies. ip_character_backgrounds|Character Backgrounds ip_character_backgrounds_text|A player character in the Northlands may choose to come from a variety of social backgrounds. This choice will affect not just his or her starting skills and equipment, but also the course of his or her career as an adventurer.^^War and politics in the Northlands are traditionally dominated by male aristocrats. A nobleman player character may find that he is invited into this 'old boys' club' fairly quickly, but women and commoners may face a few extra hurdles on the way. If you choose to start the game as a male nobleman, you can think of it as the 'easy' setting. Starting as a noblewoman or a male commoner is somewhat more difficult, and starting as a female commoner is probably the most challenging way to begin a game.^^However, women have some starting advantages. Simply by taking up arms, a female warrior will draw attention to herself, and she may find that she can build up her reputation faster than a male. Also, it is traditionally easier for a woman to marry up the social ladder than it is for a man, and a woman may find she can gain more from a strategic marital alliance than her male counterpart.^^Finally, keep in mind that the game does not place any limits on the upward mobility of characters based on their background. Noble or common, male or female, married or unmarried -- anyone can rise to become ruler of all the Northlands, if they are sufficiently brave, lucky, or resourceful. ip_military_campaigns|Military Campaigns ip_military_campaigns_text|When kingdoms in the Northlands go to war, their armies have two basic offensive options. They can try to attack villages and lay waste to the countryside, damaging their enemy's prestige and economy. Or, they can try to seize and hold castles or towns, taking territory. The second option can involve long, bloody sieges, but will yield more decisive results.^^It is important to note that the realms of the Northlands do not field standing armies, which remain in the field as long as the ruler desires. Rather, the realms of the Northlands are protected by the nobles, their companions, and the feudal levies they raise. Sometimes, these nobles launch their own private attacks into enemy territory, but the most decisive events will usually take place when the great hosts are assembled. The kingdom's marshal, a noble appointed by the king, will summon the host before the campaign and lead them out to battle. However, he should be careful not to keep them in the field for too long. Otherwise, the host will begin to disintegrate, as the vassals drift off to pursue their own business, and the army will be vulnerable to a counter-attack.^^For this reason, the rhythm of wars in the Northlands often resemble the rhythm of a duel between two individual combatants. One side will gather its strength and seek to land a blow against the enemy's territory. If the marshal spends too little time gathering the vassals, he may not be able to do any real damage. If he spends too much time, then the campaign may end before it has even begun. A large realm will have an advantage over a smaller one, just as a brawny combatant has an edge over a smaller foe, but a realm's political cohesion can also be a factor, just as a fighter with great stamina can outlast her opponent. Sometimes, the armies of two realms will meet head on, resulting in a major battle in which both numbers and morale will decide the outcome.^^Kingdoms will have imperfect intelligence about their enemies. Attacking lords will need to frequently scout enemy territory to determine which fortresses may be vulnerable. An army defending its homeland will benefit from the alarms raised by castles and towns, which broadcast intelligence about enemy movements in the area. Such intelligence will be imprecise, however, particularly when it comes to numbers. A defending force which sets out to raise a siege or rescue a village may be able to overwhelm an unprepared attacker -- or it may miscalculate, and find that it is the one to be overwhelmed. Attackers, in turn, must be careful how far they advance into enemy territory, with aggressive marshals venturing further than cautious ones.^^Players will be expected to join in their faction's military campaign, either by joining the host, or by scouting ahead into enemy territory. Some players may find that their realm's marshal is too cautious, or too aggressive, for their tastes. In this case, they can intrigue with other lords to try to replace the marshal, or build support to become the marshal themselves.^^Most wars are of limited duration. A king who goes to war will, for the sake of honor, feel obligated to pursue the conflict for a short while. However, unless he is soundly beating his enemy, he may soon start looking for a way out of the conflict, lest he leave himself vulnerable to an attack by a third party. The Northlands' rulers are keenly aware that today's ally may be tomorrow's enemy, and vice versa. ip_siege_warfare|Siege Warfare ip_siege_warfare_text|Viking Conquest offers siege warfare accurate to the Dark Ages period. When the player besieges a settlement, two paths can be taken to conquer the place by debilitation (hunger, diseases ...) or by assault.^^In the former case, the player's goal is to blockade the settlement and prevent it from receiving supplies or reinforcements. At the same time various actions can be performed to undermine morale, spread disease or destroy the food reserves of the settlement. This type of action will take longer, but also avoid a large number of casualties.^^In the latter case, direct action is undertaken, provided assault equipment is available or preparatory actions have been taken, such as wearing down the defenders or burning their houses and walls. This option should be used when the player feels ready to launch a full-scale assault to conquer the settlement. It has the advantage of leading to success more quickly, but usually at a relatively high cost in lives.^^In addition, when the settlement has a port, the player may equip a fleet and assault the port, leading an assault from the sea.^^The complexity and characteristics of the new siege system are too numerous to describe here in detail. The best thing is to discover and develop strategies on your own. ip_sea_travel|Sea Travel ip_sea_travel_text|Ferries on the world map transport your party between two stations. While this is cheap when your party is small, it becomes more expensive with party size.^^To travel longer distances on the sea, one may travel from one port town to another. This can be initiated from the town menu or by talking to the shipwright in the port part of the town scene. Similar to ferries, this service becomes more expensive with party size.^^Once you have your own ship, you may embark from the port it is in by clicking on 'Sail from port' in the town menu. You will return to the map, but this time at sea on your ship. Sea travel then works much like land travel.^^There are two different ways to get back on land. You can either click on a port or use a landing point. To find a landing point, travel closely along the coast or right click on your party and select 'find closest landing point.' As with ports, click on the landing point to disembark. In either case, your ships will remain at the position where you landed.^^If your party's size is greater than the capacity of your ships, you won't be able to embark. In this case, you can establish troop quarters (Camp menu) at your current position and another troop quarters at your target position, then transport your army step by step between both quarters.^^When traveling by sea on the campaign map, you can always check the current weather. After clicking on the 'Camp' button, current conditions are shown on the left side. If the weather conditions change, you will be notified by a message in the lower left corner of the screen.^^On the one hand, windy weather is good for the speed of your ships on the campaign map and in sea battles. On the other hand, the chance that it will damage your ships also increases. Damage worsens the condition of a ship, slowing it or even destroying when the condition reaches 'Dangerous.' You may check the conditions of your ships by clicking on 'Camp' and then on 'Fleet.'^^Finally, the weather also determines the behaviour of ships in battle. This can always be checked beforehand by clicking 'Camp' and then on 'Check location.'^^Sea travel is dangerous and can lower the morale of your troops. When this happens, you will be notified by a message. Troops especially dislike spending the night on the water. Therefore, consider plotting your route to make landfall by night. If morale on the sea gets too low, troops may mutiny.^^Some troops like Sailors and certain Norse troops are experienced seamen and will increase the travel speed of your ships on the campaign map. You can check the effect on the left side of the camp menu.^^If there is more than one ship in your fleet, the speed of the fleet is determined by its slowest ship. However, as soon as you have more than one ship in your fleet, you can split the fleet. To do so, travel close to a shore. Then click on 'Camp', 'Fleet' and finally on 'Leave ship at shore' to leave the slower ship(s) there. To bring ships together again, one needs to bring them all to a port. To get a overview of all your ships at their location, click on 'Character' and then on 'Ships.' ip_sea_battle|Sea Battle ip_sea_battle_text|At some point after starting to travel on the sea, you will participate in a naval battle.^^First of all, you need to know how to control your ship. You can give the command to row forward, fast forward, backwards, or stay. The up and down arrow keys switch between these commands. You can also give the command to go straight, starboard, hard starboard, port or hard port. The left and right arrow keys switch between these commands.^^Current commands are represented by arrows around the representation of your ship in the upper right corner. Press Enter to set the sail and Backspace to get a tactical view of the scene. Try these commands to get a feeling for steering a ship and the effect of the wind.^^As soon as you get close enough to an enemy ship, boarding will commence. The ships are lashed together and the fight starts.^If you are lucky, you may capture the enemy flagship after winning the fight.^^In a sea battle where you have several ships, you can give a 'stand ground' or 'charge' command to your ships, which are assigned to the ninth 'division.' The first troops in your army list will be together with you on the flagship. The other troops will be in the remaining ships. One can change one's flagship in a port or while camping on the sea.^^With a reasonably large fleet, one may attack towns from their sea sides. To do so, simply click on the enemy port town and you will have option to attack it once you reach it without first disembarking. ip_ship_info|Ships ip_ship_info_text|Sooner or later, you'll want to invest in a ship. There are several reasons to do this. Over the long term, it is the cheapest form of sea travel. It gives you complete freedom in movement on the sea. It opens new opportunities for trading and raiding.^^On the other hand, there are downsides. First of all, a ship is expensive, and you will have to save up some money to afford one. Furthermore, a ship can carry only a limited amount of troops.^^Another important consideration is speed. With a faster ship, you will more successfully catch or flee from other ships. The speed of a ship is determined by its type and condition.^^Finally the wood used for ship construction affects its durability. While ships made of oak wood are very durable, ships made of beech wood need to be repaired more often.^^When you feel ready to buy a ship, click on 'See the ships' in the town menu of a port town or talk to the shipwright. Port towns can have up to three ships for sale, but sometimes none are available. The type and amount of ships offered changes over time. While all port towns offer ships, one finds the best ships in Norse and Frisian ports. To see your ship, you can click on 'See the ships' in the town menu or walk to its pier.^^In a port, one may customize the sail of a ship or paint any ship made of oak. There is one special sail which is reserved for the ships of the player. It can be changed with a dedicated graphic editor (not included in Viking Conquest). For further information, see the 'Your Custom Sails' folder among the files of this DLC.^^Once you have a ship, the shipwright will interact with you in a different way and won't hesitate to offer advice. Shipwrights also offer to custom build ships. Better ships may require special materials that you will need to obtain and bring with you. Better ships also require more time for their construction and the more talented shipwrights in Norse ports. The first seven ships you have built can be named freely in the ship customization menu.^ ip_wounds|Wounds ip_wounds_text|The player may receive specific, debilitating wounds in battle. Physicians in larger towns will treat these wounds for a price, after which they will heal within a few days. Any negative effects will then be removed. If wound is not treated after some time, it will change to a scar, and the negative effects will then be permanent. ip_traits|Traits ip_traits_text|When you reach level 13, you can get one of these traits depending on your skill choices ^^Berserker Going berserk will give you momentary improved speed and strength in the heat of the battle. This brutal ferocity will make your vision turn red.^^Inspiring This acquired skill will increase your leadership in battle as your war cries strengthen the fierceness of your men in combat.^^Tough This skill will make your troops move faster and increase their agility in the battle.^^Strong Your preoccupation with the maintenance of your men's shields and armors will make it harder for the enemy to wound them.^^Use key T to activate these traits on the battlefield. ip_recruitment|Recruitment ip_recruitment_text|Recruitment in Viking Conquest is not automatic but depends on a number of factors.^^Firstly, in order to recruit in a village, fort or town, you need to obtain the permission of its lord. To do this, you'll need to have enough renown (150+) and be on good terms with the lord and his faction.^^For villages, you can also obtain permission from the village leader. For this route, you may use high renown (150+) and high relations (15+), or you can just try bribery. Bribing may or may not work, so you may have to try to bribe the leader more than once.^^Once permission is obtained, you are free to recruit as long as your relations with the settlement remain positive. In villages you may be able to recruit tier 1 troops. If have high enough relations (60+), you may be able to recruit tier 2 troops. If you happen to be the village's lord, you need only 20+ relations to do this.^^In castles and towns, you maybe able to recruit tier 2 troops. If your relations with the place are high enough (30+), there is 30% chance you may get a tier 3 troop. The maximum number of troops that you may be able to recruit is determined by your relations with the settlement, your leadership, your charisma, your religion, the predominant religion of the settlement, and whether or not you are the lord of the place.^^Other options are available. If you're Christian, you may be able to find some desperate refugees in monasteries. There is always a chance to find fellows looking for work at farmsteads. ip_wages|Wages ip_wages_text|Troop wages in Viking Conquest are affected primarily by the player's leadership. For higher level troops, the player's persuasion skill may become a bonus or a malus, depending on how good it is. For outlaw type troops, such as Robbers and Vikings, the player's reputation comes into play, giving a discount if player's reputation is worse than Notorious. ip_skills|Skills and Attributes ip_skills_text|When creating or developing a character in Viking Conquest, one has to pay attention to the many skills and attributes. Skills like persuasion and leadership are essential for trading, wages, lord and lady interaction, and forced conversion. Attributes such as intelligence and charisma are also essential in these activities, but will also affect your ability to marry or lead people.^^There are three important skills for the sea 'Sea King,' 'Navigation' and 'Looting.'^^One's Sea King level determines the amount of ships one can command. Level one allows up to two ships. Seven ships are the maximum at the Sea King level of four.^^The Navigation skill allows one to travel faster on the sea. It is the naval equivalent of the Pathfinding skill on land (which, by the way, will not help on the sea).^^A higher Looting skill results in a higher chance of capturing enemy ships.^ ip_tactical_controls|Tactical Controls ip_tactical_controls_text|Use the keyboard NUMBERS to select a division. Press 0 to select your entire force.^^Use F1-F4 to order selected divisions. Keep the F1 key down to place selected divisions. You may target an enemy division through this mechanism.^^Pressing the ENTER key often initiates an overhead Strategy Camera.^^Pressing the BACKSPACE key often initiates a Battle Command Display with 'radar.^^Pressing the H key will make your horse come to you (requires riding skill of 4 or higher).^^Pressing the Z key will enable Crouching.^^Holding the game key for Defending and pressing the game key for Action will execute a Shield Bash.^^Once you have developed a Trait, pressing the T key will activate it.^^In Multiplayer, holding the Q key and pressing the key for Defending will allow you to Taunt your opponents.' ip_division_placement|Division Placement ip_division_placement_text|When ONE division is selected, the center of its front rank is placed at the spot indicated.^^When MANY divisions are selected, they are separated and spread out as if the player were standing at the spot indicated.^^One may memorize the placement of selected divisions relative to the player by pressing F2, F7. Default is infantry to the left, cavalry right, and ranged forward. Placement is overridden for any division the player chooses to personally head through the Formations Options menu.^^If the camp menu game option is set, divisions will rotate to face the enemy. Otherwise, they will maintain the facing that the player had when they were placed. ip_formations|Formations ip_formations_text|The Complex Formations on the Battle Menu are ^^- RANKS with best troops up front^- SHIELD WALL, ranks with shields in front and longer weapons in back^- WEDGE with best troops up front^- SQUARE in no particular order^- NO FORMATION^^Even in the last case, the player can make formations up to four lines by ordering Stand Closer enough times. ip_dog_companion|Dog Companion ip_dog_companion_text|While wandering about, lost in your own thoughts, you suddenly hear a dog bark at you. Luckily, you have a piece of sausage with you. It's the beginning of a companionship. The dog will not leave your side, even on the battlefield, and soon earns a name.^On the battlefield, your dog is placed in division 9. The skills and abilities of your dog companion can be improved by giving him good food. ip_rents|Rents ip_rents_text|Every settlement that you own generates rents. Rents are paid weekly on average over a long term, but the frequency of payment is variable. Some weeks you may get payments, and during others you may get nothing. If the payment hasn't been processed by paydate, the entry in your budget will state that the rents were unpaid. If the village is looted, or fort or town is plundered, the entry in your budget will state that no rents are available. Once the village/fort/town is back to normal state, they will restart processing rent payments. Rents are also affected by prosperity of the settlement, presence of any special buildings, religious composition, tax rate and difficulty settings. Special buildings will continue generating rents even if the place is plundered. ip_quarters|Quarters ip_quarters_text|Quarters allow you leave some of your troops at a particular location on the map. You can have up to two quarters.^^There are several scenarios which make quarters useful ^- If you need to travel on a boat, but you can't afford to pay passage for all your troops^- If the capacity of your fleet isn't big enough to transport all your troops at the same time^- If you want to sneak into a town^- If you want to travel faster over the world map
https://w.atwiki.jp/stalker_cop/pages/40.html
?xml version= 1.0 encoding= windows-1251 ? string_table string id= actor_inventory_box_use text Open personal box ($$ACTION_USE$$) /text パーソナル BOX を開く ($$ACTION_USE$$) /string string id= cant_walk text You’re too exhausted to move /text 疲れ切って動けない /string string id= cant_walk_weight text You’re too overloaded to move /text 荷物が重すぎて動けない /string string id= car_character_use text Open door ($$ACTION_USE$$) /text ドアを開く ($$ACTION_USE$$) /string string id= character_use text Speak ($$ACTION_USE$$) /text 話す ($$ACTION_USE$$) /string string id= dead_character_use text Search body ($$ACTION_USE$$) /text 死体を調べる ($$ACTION_USE$$) /string string id= dead_character_use_or_drag text Search body ($$ACTION_USE$$)\nDrag body (SHIFT+$$ACTION_USE$$) /text 死体を調べる ($$ACTION_USE$$)\n死体を引き摺る(SHIFT+$$ACTION_USE$$ /string string id= general_complete_task text Mission complete /text タスク完了: /string string id= general_fail_task text Mission failed /text タスク失敗: /string string id= general_in_item text Item received /text 受け取ったアイテム: /string string id= general_in_money text Money received /text 受け取った金額: /string string id= general_new_task text New mission /text 新しいタスク: /string string id= general_out_item text Item lost /text 渡したアイテム: /string string id= general_out_money text Money lost /text 支払った金額: /string string id= general_reverse_task text Mission cancelled /text タスクキャンセル: /string string id= general_update_task text Mission updated /text タスク更新: /string string id= gun_jammed text Your weapon has jammed. Reload it. /text 弾詰まりを起こした リロードが必要だ /string string id= inventory_box_use text Search box ($$ACTION_USE$$) /text BOX を調べる ($$ACTION_USE$$) /string string id= inventory_item_use text Pick up item ($$ACTION_USE$$) /text 拾う ($$ACTION_USE$$) /string string id= jup_b10_ufo_searching_tips text Search aircraft ($$ACTION_USE$$) /text 無人偵察機を調べる ($$ACTION_USE$$) /string string id= jup_b1_bar_door text Door jammed /text このドアは引っかかって動かない /string string id= jup_b1_door_is_closed text The door is locked from the inside /text このドアは反対側からロックされている /string string id= jup_b202_treasures_closed text Safe locked /text 金庫はロックされている /string string id= jup_b205_tip_door_closed text Code needed /text 暗証番号が必要だ /string string id= jup_b205_tip_door_decode text Enter code ($$ACTION_USE$$) /text 暗証番号を入力 ($$ACTION_USE$$) /string string id= jup_b206_use_plant text Take plant ($$ACTION_USE$$) /text 植物を摘む ($$ACTION_USE$$) /string string id= jup_b209_scanner_place_tips text Set up scanner ($$ACTION_USE$$) /text スキャナを設置する ($$ACTION_USE$$) /string string id= jup_b209_scanner_remove_tips text Take scanner ($$ACTION_USE$$) /text スキャナを回収する ($$ACTION_USE$$) /string string id= lx8_raduga text Rainbow aggression suppressor\nmodel of external emissions complex\nscale 1 20 /text 侵略防止装置 Rainbow \nEmission 発生装置\n立体模型 縮尺1/20 /string string id= pas_b400_tip_switcher text Activate switch ($$ACTION_USE$$) /text スイッチを入れる ($$ACTION_USE$$) /string string id= pri_a18_use_idol text Examine device ($$ACTION_USE$$) /text 装置を調べる ($$ACTION_USE$$) /string string id= pri_a25_blow_up_enter_door text Plant explosives ($$ACTION_USE$$) /text 爆弾を仕掛ける ($$ACTION_USE$$) /string string id= pri_a28_talk_with_stupid_medic text Recover ($$ACTION_USE$$) /text Medic を正気に戻す ($$ACTION_USE$$) /string string id= pri_b306_elevator_door_locked_used text Elevator has no power /text エレベーターの動力が切れている /string string id= pri_b306_generator_use text Activate generator ($$ACTION_USE$$) /text 発電機を始動する ($$ACTION_USE$$) /string string id= sleep_ok_button text Sleep /text 眠る /string string id= sleep_warning_all_pleasures text You cannot sleep! You are bleeding dangerously and suffering from radiation exposure. Use drugs or contact a medic. /text 出血と放射能汚染の苦痛で眠れない!医薬品を使用するか Medic に相談しろ。 /string string id= sleep_warning_bleeding text You cannot sleep! You are bleeding dangerously. Use drugs or contact a medic. /text 酷く出血していて眠れない!医薬品を使用するか Medic に相談しろ。 /string string id= sleep_warning_radiation text You cannot sleep! You are suffering from radiation exposure. Use drugs or contact a medic. /text 放射能汚染の苦痛で眠れない!医薬品を使用するか Medic に相談しろ。 /string string id= sleep_zone_tip text Sleep ($$ACTION_USE$$) /text 眠る ($$ACTION_USE$$) /string string id= st_ach_balance_advocate text You have attained the Man of Balance achievement. /text 達成:Man of Balance /string string id= st_ach_battle_systems_master text You have attained the Weapon Systems Master achievement. /text 達成:Weapon Systems Master /string string id= st_ach_detective text You have attained the Detective achievement. /text 達成:Detective /string string id= st_ach_diplomat text You have attained the Diplomat achievement. /text 達成:Diplomat /string string id= st_ach_friend_of_duty text You have attained the Friend of Duty achievement. /text 達成:Friend of Duty /string string id= st_ach_friend_of_freedom text You have attained the Friend of Freedom achievement. /text 達成:Friend of Freedom /string string id= st_ach_friend_of_stalkers text You have attained the Friend of Stalkers achievement. /text 達成:Friend of Stalkers /string string id= st_ach_herald_of_justice text You have attained the Courier of Justice achievement. /text 達成:Courier of Justice /string string id= st_ach_high_tech_master text You have attained the Hi-Tech Expert achievement. /text 達成:Hi-Tech Expert /string string id= st_ach_information_dealer text You have attained the Trafficker of Information achievement. /text 達成:Trafficker of Information /string string id= st_ach_keeper_of_secrets text You have attained the Keeper of Secrets achievement. /text 達成:Keeper of Secrets /string string id= st_ach_kingpin text You have attained the Boss achievement. /text 達成:Boss /string string id= st_ach_leader text You have attained the Leader achievement. /text 達成:Leader /string string id= st_ach_mutant_hunter text You have attained the Mutant Hunter achievement. /text 達成:Mutant Hunter /string string id= st_ach_one_of_the_lads text You have attained the One of Ours achievement. /text 達成:One of Ours /string string id= st_ach_pioneer text You have attained the Pioneer achievement. /text 達成:Pioneer /string string id= st_ach_research_man text You have attained the Research Assistant achievement. /text 達成:Research Assistant /string string id= st_ach_seeker text You have attained the Artifact Hunter achievement. /text 達成:Artifact Hunter /string string id= st_ach_skilled_stalker text You have attained the Seasoned Stalker achievement. /text 達成:Seasoned Stalker /string string id= st_ach_wealthy text You have attained the Wealthy Client achievement. /text 達成:Wealthy Client /string string id= st_autosave text Autosaving... /text オートセーブ中・・・ /string string id= st_can_use_weapon_now text You can now take your weapon out. /text 今から武器を構えることが出来る /string string id= st_codelock text Code lock ($$ACTION_USE$$) /text 暗証番号錠 ($$ACTION_USE$$) /string string id= st_detective_news text Medical supplies have been placed in the personal box on the Skadovsk for solving the secret of the missing stalkers. /text Stalker 消失の謎を解決した報酬として、医薬品を Skadovsk のパーソナル BOX に支給した。 /string string id= st_duty_first_reward_news text A PS5-M Universal Protection suit has been placed in the personal box at Yanov for helping Duty. /text Duty を支援した報酬として、PS5-M Universal Protection suit を Yanov にある君のパーソナル BOX に入れておいた。 /string string id= st_duty_second_reward_news text A PSZ-9d Duty Armor suit has been placed in the personal box at Yanov for helping Duty. /text Duty を支援した報酬として、PSZ-9d Duty Armor を Yanov にある君のパーソナル BOX に入れておいた。 /string string id= st_freedom_first_reward_news text A Wind of Freedom suit has been placed in the personal box at Yanov for helping Freedom. /text Freedom を支援した報酬として、Wind of Freedom suit を Yanov にある君のパーソナル BOX に入れておいた。 /string string id= st_freedom_second_reward_news text A Freedom Guard suit has been placed in the personal box at Yanov for helping Freedom. /text Freedom を支援した報酬として、Guardian of Freedom suit を Yanov にある君のパーソナル BOX に入れておいた。 /string string id= st_freeplay_text_ok text You didn’t manage to reach the helicopters and the evacuation team left the Zone without you. /text ヘリに乗り遅れた。置き去りになった。 /string string id= st_freeplay_text_yes_no text Are you ready to leave the Zone? There’s no way back. /text Zone から去る準備はできたか?引き返せないぞ。 /string string id= st_game_over text Game over. /text ゲームオーバー /string string id= st_game_over_press_jump text Press ($$ACTION_JUMP$$) to exit to the main menu. /text ($$ACTION_JUMP$$) キーでメインメニューへ戻る /string string id= st_game_paused text Pause /text 一時停止 /string string id= st_game_saved text Game saved /text セーブしました /string string id= st_herald_of_justice_news text An artifact has been placed in the personal box on the Skadovsk for helping to expose Magpie. /text Magpie の行為を暴いた見返りに、アーティファクトを Skadovsk にある君のパーソナル BOX に入れておいた。 /string string id= st_jup_b41_door_locked text You must wait for the dock to become airtight /text エアロックを待て /string string id= st_lx8_button_press_true text Access granted /text アクセス可能 /string string id= st_lx8_lift_button text Take the elevator up ($$ACTION_USE$$) /text エレベーターで地上に昇る ($$ACTION_USE$$) /string string id= st_pri_b306_go_down text Take the elevator down ($$ACTION_USE$$) /text エレベーターで地下へ降りる ($$ACTION_USE$$) /string string id= st_psy_danger text Critical psy-emission level. Leave danger area immediately. /text Psy-emission が危険レベルに達した。すぐに危険地帯から去れ! /string string id= st_radiation_danger text Dangerous radiation levels. Protection required to go further. /text 放射能が危険レベルに達した。すぐに危険地帯から去れ! /string string id= st_search_helicopter text Examine helicopter ($$ACTION_USE$$) /text ヘリを調べる ($$ACTION_USE$$) /string string id= st_search_treasure text Search the stash ($$ACTION_USE$$) /text Stash を調べる ($$ACTION_USE$$) /string string id= st_sleep_hours text h /text 時 /string string id= st_tip text Message /text メッセージ /string string id= tip_door_blocked text Door blocked /text 扉はブロックされている /string string id= tip_door_close text Close door ($$ACTION_USE$$) /text 扉を閉める ($$ACTION_USE$$) /string string id= tip_door_closed_base_alarm text Door locked - the camp is on alert /text 扉はロックされている - 警報が鳴っている /string string id= tip_door_closed_hide_weapon text Door locked - you must holster your weapon /text 扉はロックされている - 武器を収めろ /string string id= tip_door_locked text Door locked /text 扉はロックされている /string string id= tip_door_no_electricity text Door is not being powered /text 扉の動力が切れている /string string id= tip_door_open text Open door ($$ACTION_USE$$) /text 扉を開ける ($$ACTION_USE$$) /string string id= tip_gate_locked text Gate blocked /text ゲートはロックされている /string string id= tip_need_access_card text Use the access card ($$ACTION_USE$$) /text カードキーを使う ($$ACTION_USE$$) /string string id= tip_no_access_card text Access card required /text カードキーが必要だ /string string id= tip_open_another_site text The door cannot be opened from this side /text このドアはこちらからは開かない /string string id= ui_st_mp_experience_grow text - /text /string string id= zat_b12_conteiner_full_locked text The container is locked. Two keys are needed to open it. /text コンテナを開けるには2つの鍵が必要だ /string string id= zat_b12_conteiner_has_one_key text Use key ($$ACTION_USE$$) /text 鍵を使う ($$ACTION_USE$$) /string string id= zat_b12_conteiner_has_two_key text Use keys ($$ACTION_USE$$) /text 鍵を使う ($$ACTION_USE$$) /string string id= zat_b12_conteiner_locked text The container is locked. You need the second key to open it. /text コンテナを開けるには2つ目の鍵が必要だ /string string id= zat_b12_conteiner_open text Open container ($$ACTION_USE$$) /text コンテナを開ける ($$ACTION_USE$$) /string string id= zat_b14_door_locked_hint text The door mechanism has been blocked from the inside. /text 扉は内側からロックされている /string string id= zat_b57_balon_use_hint text Connect gas tank ($$ACTION_USE$$) /text ガスボンベを繋ぐ ($$ACTION_USE$$) /string string id= zat_b57_gas_warning text Warning! Chemical hazard! /text 警告!化学薬品に汚染されている! /string !-- よりゲーム内の状況に合わせた表現に変更 -- string id= zat_b57_vintil_press text Turn valve ($$ACTION_USE$$) /text バルブを回す ($$ACTION_USE$$) /string string id= zat_b33_car_searching_tip text Search car ($$ACTION_USE$$) /text 車を調べる ($$ACTION_USE$$) /string string id= st_resupply_ready text You can restock on medical supplies and ammo by visiting Lieutenant Rogovets and Lieutenant Kirillov. /text Rogovets 中尉と Kirillov 中尉を尋ねれば医薬品と弾薬を支給して貰える。 /string string id= st_surge_while_asleep text An emission has recently occurred in the Zone. /text しばらく前に Emission が発生した: /string string id= st_ach_marked_by_zone text You have attained the Marked by the Zone achievement. /text 達成:Marked by the Zone /string string id= st_mutant_hunter_news text Ammo has been placed in the personal box at Yanov for eliminating dangerous mutants. /text 危険なミュータントを始末する為の弾薬を Yanov にある君のパーソナル BOX に入れておいた。 /string string id= st_found_old_treasure text Received coordinates of a stash that has already been discovered. /text 発見済みの Stash の座標を受け取った /string string id= st_got_treasure text Stash found /text Stash を発見した /string string id= st_found_new_treasure text Stash coordinates received /text Stash の座標を受け取った /string string id= st_press_any_key text Press any key to play /text 何かキーを押すと開始 /string /string_table
https://w.atwiki.jp/fffkindle1212134/pages/14.html
In the great sea of Ignora lay five islands in the shape of a cross. Four pointed in each cardinal direction around a larger central island, to form Ente Isla. The islands protected by the gods. All who lived in Ente Isla knew of Satan, ruler of demons. His very name was synonymous with the terror and cruelty that rule his demon realm. As well as the creatures of the night that thrived in its depravity. Satan was an ambitious ruler. He sought to crush the humans and their world. Thereby, created a land of peace and prosperity for all night s creatures. Four trusted general serve the devil. Adramelech, Lucifer, Alciel, and Malacoda. These four great demons launched merciless attacks on the four continents. However, a lone hero rose up against them. Sacred sword in hand. Along with a band of comrades, the hero crushed Lucifer s army to the west. They went on to defeat Adramelech in the north, and Malacoda in the south. Then the federation of knights led by this hero invaded the central continent, where the demon load kept his castle. ALCIEL Ugh... ALBERTIO Raah! (ALCIEL Damn it...you wretched humans!) (EMERALDA Drag demons into the netherworld!) ALCIEL Ah! (How dare you?!) OLBA Ooohh... haa... Hah! ALCIEL (Are you well, sire? Out of my way!) ALBERTIO EMERALDA Ah! (ALCIEL Apologies, Sire. I have failed. These human forces over came my army. Tis only a matter of time before your castle shall fall) (SATAN I never dreamed one human hero would have the ability to force us into such dire straits) (ALCIEL Sire, I suggest we withdraw for now and regroup. All is not lost yet) (SATAN Hear me, humans! I leave Ente Isla in your hands today! But know this! Pon my return, you and all of Ente Isla shall be crushed!) --- (SATAN Where are we?) (ALCIEL Are you all right? Are you well, Sire?) (SATAN I shall be, Alciel. First, we must find a place to heal) (ALCIEL Yes, Sire, but this place seems awfully noisy. Do you know where we are; what is this world? Could it be---Look at you, Sire! Why have you taken that form? It is small!) (SATAN What? No, it can t be... These are human hands...?) [A car ran fast nearby Satan and Alciel] (SATAN Calm yourself, Alciel. Be careful not to use magic) POLICEMAN A Hey kids, excuse me a sec. Mind if we talk to you? (ALCIEL Do not speak to me so familiarly, human! Do you wish to die right here?) POLICEMAN B Oh, looks like we got a couple of foreigners. POLICEMAN A Well, let s make this a good story. Do you understand the words I m saying right now? (ALCIEL Yet still?! Even not speaking our language... I am a demon, a user of magic who could easily kill---) (SATAN Alciel. Do not use magic right now. We must learn this world. We shall cooperate) POLICEMAN A Do you think it may be hot, huh? Dressed up like that. POLICEMAN B I believe they are cos-playing, sir. It s weird though, we don t give much their kind in this neighborhood. POLICEMAN A This is Sasaki out on patrol. I m gonna couple of youths with minor injuries here. (ALCIEL This seems to be some sort of carriage. But, strangely, it does not need horses) (SATAN It does not seem to be powered by magic either. I wonder how it works) POLICEMAN A Now, boys, would you mind join us in the car? You re not in trouble, so--- (ALCIEL How dare you! Do not presume to touch me, lowly human! Know your place, inferior creature! Die, fool!) Wraaah! POLICEMAN A OK, you two, behave yourselves. --- POLICEMAN A Er...this is katsudon. Okay? SATAN Katu-don... POLICEMAN A Yes, that s right. Yes. SATAN They coated animal flesh in some sort of grain, and fried it in hot oil, then a main gold bird embryo with placed on top. And the whole things heated even further in the fish broth... POLICEMAN A Look, I m not supposed to provide food, but I can t let to injured kids go hungry. Well, this call it my treat, heh heh heh heh... (SATAN More information about this world. Now tell me everything) POLICEMAN A Huh? ...of course... (SATAN Answer my questions) --- (SATAN You here, Alciel?) [Alciel was eating katsudon when Satan entered into his interrogation room] (SATAN Alciel...) (ALCIEL Satan, tis you!) POLICEMAN B Hey not! Son, you kids just waltz on in here?! SATAN (...) POLICEMAN B Uh...right... ALCIEL (You are here, King Satan...I am glad you are all right and found me, Sire) SATAN (I used hypnotism to gain info about this place from a human. Apparently, this world is called Earth) We find ourselves in one of Earth s nations. An archipelago, which they called Japan. We stand now it s capital of Tokyo. And, this building is someplace they call it police-station. These police are evidently a state institution maintaining public order. ALCIEL I see, Sire. And, what is that substance on the table they fed me? SATAN Katsu-doon. It is extremely common food in this country. ALCIEL Katsu-doon...yes, that name has a powerful ring to it. This is of great interest. SATAN Incorrect. Now focus, food is neither interesting nor important right now. In this world, we are only fantasy. These humans don t consider things like demons or even the devil to be authentic. No one believe magic legitimately exists... ALCIEL They do not believe in magic?! How did they survive? -- ALCIEL I see. So, because of the insufficient of magic in this pathetic realm, we are unable to retain our demonic forms... SATAN Yes. But I never imagine stripping of magic case this...Out physical change makes me wonder a humans might actually be the foundation for all living creatures. ALCIEL Surely, you jest, Sire. I m in certain this merely an effect of this world and the Gate. SATAN I still retain a fraction of my magic, but, just quite an effort to stem its outward flow. How was it with you, Alciel? ALCIEL Hum...mmm...Ahh! ...Looks it work, Sire. SATAN No. I highly doubt this carriage was conjured with magic. ALCIEL Alas... --- SATAN If I adjust the amount of magic I released, I won t run out for a fair amount of time. The undeniable problem is currently have no way to amass more. However, if Earth is familiar with the concept of magic, even as imaginary, we may have a chance. The pass left to us now is to discover that method, and regain our natural strength. Until then, we have no choice but to live in this world, and obey these human s rules. ALCIEL What a cruel reality this is... SATAN Indeed. But, we might as well do what we can. --- SATAN We must obtain official records, that what is called a war-d office. Ugg... ALCIEL (You are changing colors) PUBLIC OFFICE CLERK Huh? ...Okay...here... SATAN Good. Next, we create accounts at that bank. To do so, use this. ALCIEL What is that paper? SATAN Tis this country s currency. I borrowed it from that police officer human. Right before, I created our own personal seal. I have to say I m rather proud of my self... ALCIEL As am I... BANK CLERK Here you are. SATAN Good. Last way, we must secure base of operations from a real-tor. ...(We are) two...Searching...(We) need hou-se. REALTOR A Sure, what sort of home? Did you have in mind, sir? ALCIEL (He understood you!) SATAN (Calm down! Seriously, Alciel! A little language acquisition is nothing for me; nothing I say!) ALCIEL Nn-nn. SATAN (Yes,) okay, bro! (I) am final getting the grooving! --- REALTOR B The landlady dislocation is a very admirable person. If I may speak frankly, she said she wants to set an example by taking on persons of unknown background, like the two of you fine gentlemen. ALCIEL (This is complete...) SATAN (...shit. Even I can tell that) ALCIEL (Well, at least it is a two story house, with six rooms; that is good, Sire, right?) REALTOR B You ll be renting room 201 here. ALCIEL (Is he for real? Just one room?) SATAN (We should be grateful it has a roof. Certainly when you compare it to the Devil s Castle---) MIKI Good afternoon. ALCIEL (It is...human?) MIKI You two adorable creatures are the new rental applicants, correct? ALCIEL (It can speak!) REALTOR B This woman owns these apartments, and lives next door. MIKI The name is Miki Shiba. And, kanji that s with characters meaning beauty and radiance. Ah, but please, boys, call me Mikity instead. That s so much more fun...No? SATAN AND ALCIEL (Totally...) --- ALCIEL Sire, are you sure we should waste our time here? SATAN Remember, and this world they like to say patience is a virtue. In the end this castle might be a welcome change of pace. ALCIEL Oh, Sire... SATAN We have no other choice, but we will move forward from here...way... ALCIEL Ah! King Satan?! Sire! King Satan! --- SATAN Urk...I didn t realize this body was one that required food. ALCIEL Well, we do have a human body now, Sire. SATAN That gruesome IV drip thing will cost as much as a full month rent on the castle! You know what that s called?! Rubbing salt in a wound! This what the nerve certainty... ALCIEL That uncanny landlady spared us a good deal of trouble, Sire. She tell me that Japan requires resident to carry something called health insurance. SATAN Never mind her. Money is a clearly essence in this human s society, so we need to posses it somehow. I cannot afford to expend more of my magic. So, that means we really only have one option left to us. ALCIEL And, what is that, Sire? SATAN (Gulp) --- ALCIEL Curses! Did it wrong again... SATAN You idiot! Resume forms do not grow on trees, you know! Okay, my new name is Sadao Maou. ALCIEL And mine, Shiro Ashiya. Do you find this name strange, Sire? SATAN It s a little late to ask that now! We ve already made both our IDs! --- ASHIYA King Satan. MAOU Yeah? ASHIYA Might I suggest you to put a little more thought into your spending. MAOU Give me a break! I put thought the spending! Summer s around the corner, so we need a fridge. And, owning a washing machine is cheaper than a laundromat in the long run. And, I have to have the bike to get to work. ASHIYA It s not what you purchase I concerned me, Sire. I just think pay in installments would be better choice than buying them all at once. MAOU Well, I hate loans. ASHIYA Don t so me, Sire. MAOU Now go all you want! But Installment plans come with interesting fees. And, I m gonna pay for something I can touch with my own two hands. ASHIYA Impeccably word it, Sire, but do tell me...How are we supposed to make it to payday on milk, jelly and all way we have cucumbers too?! MAOU I see your point. But calm down, it s not like we don t have any money left, I swill have some cash. I ll be fine until payday. Don t forget they give me lots of food at work too. ASHIYA We re gonna die...You propose we eat burgers and flies three times a day until you get pay? What is this, Super Size Me? [If ain t take?] high-calorie, high-cholesterol item such a young age? I m looking forward to next ten years from now that I hope you don t die prematurely of a lifestyle-related illness before we get home! I must... MAOU Stop freaking out! I gotta go to work! ASHIYA Wait, Sire! MAOU Lecture me later! ASHIYA That s not it! You forget your umbrella! MAOU Let s roll, Dullahan! Yah! ASHIYA ...And he s off. Guess, I ll get ready too.
https://w.atwiki.jp/matchmove/pages/73.html
Perspective Window The perspective window allows you to go into the scene to view it from any direction. Or, you can lock the perspective view to the tracked camera view. You can build a collection of test or stand-in objects to evaluate the tracking. Later, we’ll see that it enables you to assemble tracker locations into object models as well. The perspective window is controlled by a right-click menu, where different mouse modes can be selected. The middle mouse button can always be used for general navigation using the control and ALT variations. The left mouse button may be used instead, with the same variations, when the Navigation mode is selected. Image Overlay The perspective window can be used to overlay inserted objects over the live imagery, much like the camera view. Select Lock to Current Camera to lock or release, or use the ‘L’ key. Note that when the view is locked to the camera, you can not move or rotate the camera, or adjust the field of view. The perspective window is designed to work only with undistorted imagery the perspective view always shows the view with an ideal, undistorted camera, even if SynthEyes has calculated a lens distortion value. This reflects the essential difference between the camera and perspective views the camera view shows the source footage as is, and distorts all 3-D geometry to match. The perspective view shows the 3-D world as is, and would have to dynamically un-distort the footage in order to make everything line up. Rather than trying to do that while you use the perspective window, it requires that you un-distort the footage previously, if necessary. Navigation In navigation mode, with the left mouse button, or any time using the middle mouse button, dragging will pan the display. Control-dragging will cause the camera to look around in different directions, without translating. Control-ALT-dragging will truck the camera forwards or backwards. ALT-dragging will cause the camera to orbit. The center of the orbit will be the center of any selected vertices in the current edit mesh (more on that later), around a selected object, or around a point in space directly ahead of the camera. The mouse s scroll wheel will change the view s field of view if it is not locked to the camera, or if it is, it will change the current time. If locked, shift-scrolling will zoom the time bar. If you hold down the Z or ‘/” (apostrophe/double-quote) key when left-clicking, the mouse mode will temporarily change to be navigation mode; the mode will switch back when the mouse button is released. You can also switch to navigate mode using the ‘N’ key. So it is always pretty easy to navigate. Creating Objects Create objects on the perspective window grid with the Create mesh object mode. Use the 3-D panel or right-click menu to control what kind of object is created. Selecting an object type from the right-click menu launches the creation mode immediately. If the SynthEyes user interface is set so that a moving object is active on the Shot menu, the created object will be attached to that object. The Duplicate Mesh script on the Script menu can clone and offset a mesh, so you can create a row of fence posts quickly, for example. Moving and Rotating Objects When an object is selected, handles appear. You can either drag the handle to translate the object along the corresponding axis, or control-drag to rotate around that axis. The handles appear along the main coordinate system axes by default, so for example, you can always drag an object vertically no matter what its orientation. However, if you select Local-coordinate handles on the right-click menu, the handles will align with the object s coordinate system, so that you can translate along a cylinder s axis, despite its orientation. Additionally, for cameras or moving objects, you can select Path-relative handles, so you can adjust along or perpendicular to the path. Placing Seed Points and Objects In the Place mode, you can slide the selected object around on the surface of any existing mesh objects. For example, place a pyramid onto the top of a cube to build a small house. You can also use the place mode to put a tracker s seed/lock point onto the surface of an imported reference head model, for example, to help set up tracking for marginal shots. For this latter workflow, set up trackers on the image, import the reference model. Go to the Camera and Perspective viewport configuration. Set the perspective view to Place mode. Select each tracker in the camera view, then place its seed point on the reference mesh in the perspective view. You can reposition the reference mesh however you like in the perspective view to make this easy—it does not have to be locked to the source imagery to do this. This work should go quite quickly. If you need to place trackers (or meshes) at the vertices of the mesh, not on the surface, hold the control key down as you use the place mode, and the position will snap onto the vertices. Grid Operations The perspective window s grid is used for object creation and mesh editing. It can be aligned with any of the walls of the set floor, back, ceiling, etc. A move-grid mode translates the grid, while maintaining the same orientation, to give you a grid 1 meter above the floor, say. A shared custom grid position can be matched to the location of several vertices or trackers using the right-click|Grid|To Facets/Verts/Trackers menu item. If 3 trackers (or vertices) are selected, the grid is moved into the plane defined by the three. If two are selected, the grid is rotated to align the side-to-side axis along the two. If one is selected, the grid slides to put that tracker at the origin. So by repeatedly selecting some trackers(vertices) and using this menu command, the grid can be aligned as desired. You can easily create an object on the plane defined by any 3 trackers by selecting them, aligning the grid to the trackers, then creating the object, which will be on the grid. You can toggle the display of the grid using the Grid/Show Grid menu item, or the ‘G’ key. Shadows The perspective window generates shadows to help show tracking quality and preview how rendered shots will ultimately appear. The 3-D panel includes control boxes for Cast Shadows and Catch Shadows. Most objects (except for the Plane) will cast shadows by default when they are created. If there are no shadow-catching objects, shadows will be cast onto the ground plane. This may be more or less useful, depending on your ground plane; if the ground is very irregular or non-existent, this will be confusing. If there are shadow-catching objects defined, shadows will be cast from shadow-casting objects onto the shadow-catching objects. This can preview complex effects such as a shadow cast onto a rough terrain. Shadows may be disabled from the main View menu, and the shadow black level may be set from the Preferences color settings. The shadow enable status is “sticky” from one run to the next, so that if you do not usually use it, you will not have to turn it off each time you start SynthEyes. Note that as with most OpenGL fast-shadow algorithms, there can be shadow artifacts in some cases. Final shadowing should be generated in your 3-D rendering application. Note that the camera viewport does not display shadows by design. Edit Mesh The perspective window allows meshes to be constructed and edited, which is discussed in Building Meshes from Tracker Positions. One mesh can be selected as an edit mesh at any time―select a mesh, then right-click Set Edit Mesh or hit the ‘M’ key. Preview Movie After you solve and add a few test objects, you can render a test Quicktime movie (except on Win64) or a BMP, Cineon, DPX, JPEG, OpenEXR, PNG, SGI, or Targa sequence (also TIFF on Mac). While the RAM-based playback is limited by the amount of RAM, and has a simplified drawing scheme to save time, the preview movie supports anti-aliasing. The movie playback can later run at the full rate regardless of length. Right-click in the perspective window to bring up the menu and select the Preview Movie item to bring up a dialog allowing the output file name, compression settings, and various display control settings to be set. Usually you will want to select square pixel output for playback on computer monitors in Quicktime; it will convert 720x480 source to 640x480, for example, so that the preview will not be stretched horizontally. If you are making a Quicktime movie, be sure to bring up the compression settings and select something, Quicktime has no default and may crash if you do not select something. Also, different codecs will have their own parameters and requirements. Important Tip the H.264 codec requires that the Key every N frames checkbox be off, and the limit data-rate to 90 kb/sec checkbox be off otherwise there will be only one frame. Similarly, image files used in a sequence may have their own settings dialog. Note that image sequences written from the Preview Movie are always 8 bit/channel with no alpha. You can re-write image sequences at 16 bit and including an alpha channel using the Image Preprocessor (again depending on details of the source and output file format). Technical Controls The Scene Settings dialog contains many numeric settings for the perspective view, such as near and far camera planes, tracker and camera icon sizes, etc. You can access the dialog either from the main Edit menu, or from the perspective window s right-click menu. By default, these items are sized proportionate to the current “world size” on the solver control panel. Before you go nuts changing the perspective window settings, consider whether it really means that you need to adjust your world size instead!
https://w.atwiki.jp/lastfortsurvival/pages/40.html
→Minutemen →Watchers →Wildlings →Vindicators Roland Galande Penny Victoria Park Ji-Mi Lunn Patrick Winston Roland Attribute INT Skills Gains a shield of % TAC ATK and deals % TAC DMG to 1 random enemy % DMG Mitigation, +% HP % DMG Mitigation and +% HP for all Watchers in lineup Casting "Dauntless Charge" recovers % of TAC ATK as HP % TAC DMG Bonus and +% WPN DMG Mitigation for this Hero Gear Castle Tough Wall Self-Healing Alpha Bless Power Core Mental Control Laurel Attribute INT Skills Deals % TAC DMG to 3 back-row enemies % TAC DMG Bonus for this Hero % DMG Bonus and +% DMG Mitigation for all allied Heroes Casting "Flaming Strike" deals +% TAC DMG % TAC DMG Bonus and +% DMG Mitigation for this Hero Gear Hurricane Resolute Ripper Galande 🔊 CUT CRAP,SAY GOODBYE TO THE WORLD! Attribute STR Skills Deals % WPN DMG to 1 enemy Increases +% WPN DMG Bonus for this hero Targets lowest HP enemy Makes all enemies whose HP 50% take +% more DMG Casting "Ruling" deals +% WPN DMG Upon killing targetAdditional attack of % WPN DMG Gear Reaper Apocalypse Death Kelly Attribute STR Skills Deals % WPN DMG to 1 enemy % WPN DMG Bonus and +% LUK for this hero % DMG Bonus of all allied heroes Casting "Sweet" deals +% extra WPN DMG Attack lowest AGI enemyIncreases DMG on target for round by % Gear Reaper Apocalypse Death Resolute Penny 🔊 TIME'S UP! Attribute INT Skills Drones apply shield to lowest HP ally = to % TAC ATK.Maximum 3 drones can be active Grants +1 drone start of each roundBlocks % DMG with one drone lost when DPH taken is over 10% max HP Start of each round; each drone applies a shield = to % TAC ATK to random ally X-ray +2 extra drones, strengthen ALL drones apply shield = to % TAC ATK Drones amount can exceed its max each round. Extra drones attack enemy at end of round dealing % TAC DMG Gear Heal Castle Tough Wall Alpha Bless Hurricane Power Core Victoria Attribute INT Skills Deal % TAC DMG to 1 enemy target. This attack cannot kill the target. When other friendly heroes get a shield, get a Shield = to % of the former's shield. Attacking or casting skills increases the received damage of the enemy target by % for 2 rounds. Casting "Unsheathed Blade" deals additional DMG = to % of Hero's shield effect. When attacking additional DMG = to % of the enemy target HP will be dealt. When a skill is used, DMG above will be increased to 3 times (no more than 300% of the targets TAC DMG, and target will gradually recover within 2 rounds) Gear Resolute Self-Healing Hurricane Suzuki Ren Attribute INT Skills Deals % TAC DMG to all enemies and increases their TAC DMG taken +% for 2 rounds DMG Mitigation +% and initiative +% % DMG Mitigation and +% LUK for all allied Heroes during siege defense Casting "Espionage" will bestow a DMG Shield on the Lineup of % of TAC ATK Gear Hurricane Apocalypse Ripper Qian Qian Park Ji-Mi 🔊 GO AHEAD, I’VE GOT YOUR BACK! Attribute STR Skills Bestows DMG shield of % WPN ATK on all allied heroes % LUK(Single-Player Buff) Lineup Gathering Speed +% when gathering Casting "Electronic Shield" grants additional shield with % WPN ATK Gear Reaper Heal Apocalypse Death Lunn 🔊 SIX PLEIADES BEFORE. 30% FOR YOU, 70% FOR ME. FAIR ENOUGH, HUH? Attribute INT Skills Deals % TAC DMG to 1 random back row enemy % WPN DMG Mitigation for this hero % HP Casting "Money Shot" causes target to lose -% DMG Bonus for 2 rounds Gear Castle Tough Wall Hurricane Resolute Patrick 🔊 BETRAYAL? NO, I WAS ONLY TRYING TO MAKE A WISER CHOICE! Attribute INT Skills Deals % TAC DMG to 1 enemy % DMG Bonus Lineup Destructive Might increases on level up Casting "All-out Assault" will deal +% TAC DMG Gear Hurricane Apocalypse Death Winston 🔊 FOR THE PROTECTION OF ONE IMPORTANT TO ME! Attribute INT Skills Deals % TAC DMG to lowest AGI enemy % HP Lineup Destructive Might increases on level up Casting "Iron-Fist Missile" will deal +% TAC DMG Gear Hurricane Castle Tough Wall
https://w.atwiki.jp/losstime/pages/12.html
Detail Description of LOSSTIME Promotion Video presented by LOSSTIME Message Song Introduction LOSSTIMEは社会人草野球チームです。 メンバー、マネージャー随時募集中。 活動内容は主に草野球となるはずだがそれだけにはとどまらないだろう。 Recruitment working people etc.. Inauguration March.2008 Concept Love Opens Special Smile That I Make Everyday. その他、分からないこと、聞きたいこと、入会希望等ありましたらこちらまでお気軽にどうぞ♪
https://w.atwiki.jp/mtgflavortext/pages/9417.html
熊野が神を倒す秘密を握っているとの某所よりの書状あれど、かの者はいずこにも見当たらず。 ――武野御大将より君主今田への書簡 "We received an anonymous letter suggesting that Kumano holds a secret to defeating the kami, but he is nowhere to be found." ――General Takeno, letter to Lord Konda 神河物語 【M TG Wiki】 名前
https://w.atwiki.jp/warband/pages/311.html
qst_deliver_message|Deliver the Message to {s13} qst_deliver_message_to_enemy_lord|Deliver the Message to {s13} qst_raise_troops|Raise {reg1} {s14} qst_escort_lady|Escort {s13} to {s14} qst_deal_with_bandits_at_lords_village|Save the Village of {s15} from Marauding Bandits qst_collect_taxes|Collect Taxes from {s3} qst_hunt_down_fugitive|Hunt Down {s4} qst_bounty_1|Hunt down {s4} qst_bounty_1_text|The {s9} of {s14} asked you to hunt down the fugitive named {s4}. He is currently believed to be at {s3}. qst_bounty_2|Hunt down {s4} qst_bounty_2_text|The {s9} of {s14} asked you to hunt down the fugitive named {s4}. He is currently believed to be at {s3}. qst_bounty_3|Hunt down {s4} qst_bounty_3_text|The {s9} of {s14} asked you to hunt down the fugitive named {s4}. He is currently believed to be at {s3}. qst_bounty_4|Hunt down {s4} qst_bounty_4_text|The {s9} of {s14} asked you to hunt down the fugitive named {s4}. He is currently believed to be at {s3}. qst_bounty_5|Hunt down {s4} qst_bounty_5_text|The {s9} of {s14} asked you to hunt down the fugitive named {s4}. He is currently believed to be at {s3}. qst_bounty_6|Hunt down {s4} qst_bounty_6_text|The {s9} of {s14} asked you to hunt down the fugitive named {s4}. He is currently believed to be at {s3}. qst_kill_local_merchant|Assassinate the Local Merchant at {s3} qst_bring_back_runaway_serfs|Bring Back the Runaway Serfs qst_follow_spy|Follow the Spy to the Meeting qst_capture_enemy_hero|Capture a Lord from {s13} qst_lend_companion|Lend Your Companion {s3} to {s9} qst_collect_debt|Collect the Debt {s3} Owes to {s9} qst_incriminate_loyal_commander|Incriminate the Loyal Commander of {s13}, {s16} qst_meet_spy_in_enemy_town|Meet the Spy in {s13} qst_capture_prisoners|Bring {reg1} {s3} Prisoners qst_deliver_love_letter|Deliver Message to {s13} qst_deliver_letter|Deliver a love letter to {s13} qst_steal_amirmoez_treasure|Hakkon Maximus has requested you steal a Gilded Hakkon Royal Poleaxe qst_lq1|Faris of the Galwe Library has asked you to find an account of the Battle of Halfith. qst_lend_surgeon|Lend Your Surgeon {s3} to {s1} qst_follow_army|Follow {s9}'s Army qst_report_to_army|Report to {s13}, the Marshall qst_deliver_cattle_to_army|Deliver {reg3} Heads of Cattle to {s13} qst_join_siege_with_army|Join the Siege of {s14} qst_screen_army|Screen the Advance of {s13}'s Army qst_scout_waypoints|Scout {s13}, {s14} and {s15} qst_rescue_lord_by_replace|Rescue {s13} from {s14} qst_deliver_message_to_prisoner_lord|Deliver the Message to {s13} at {s14} qst_duel_for_lady|Challenge {s13} to a Trial of Arms qst_duel_courtship_rival|Challenge {s13} to a Trial of Arms (Optional) qst_duel_avenge_insult|Challenge {s13} to a Trial of Arms qst_move_cattle_herd|Move the Cattle Herd to {s13} qst_escort_merchant_caravan|Escort the Merchant Caravan to {s8} qst_deliver_wine|Deliver {reg5} Units of {s6} to {s4} qst_troublesome_bandits|Hunt Down the Troublesome Bandits qst_kidnapped_girl|Ransom the Girl from Bandits qst_persuade_lords_to_make_peace|Make Sure Two Lords Do Not Object to Peace qst_deal_with_looters|Deal with Looters qst_deal_with_night_bandits|Deal with the Night Bandits qst_deliver_grain|Bring wheat to {s3} qst_deliver_cattle|Deliver {reg5} Heads of Cattle to {s3} qst_train_peasants_against_bandits|Train the Peasants of {s13} Against Bandits. qst_give_troops_to_village|Give {s13} sufficient troops or protect them. qst_escort_scholars|Escort the Scholars to {s8} qst_escort_scholars_text|Escort the scholars to the town of {s8}. qst_eliminate_bandits_infesting_village|Save the Village of {s7} from {s8} qst_visit_lady|Visit Lady qst_formal_marriage_proposal|Formal Marriage Proposal qst_obtain_liege_blessing|Formal Marriage Proposal qst_wed_betrothed|Wed Your Betrothed qst_wed_betrothed_female|Wed Your Betrothed qst_join_faction|Give Oath of Homage to {s1} qst_rebel_against_kingdom|Help {s13} Claim the Throne of {s14} qst_consult_with_minister|Consult With Minister qst_organize_feast|Organize Feast qst_resolve_dispute|Resolve Dispute qst_offer_gift|Procure Gift qst_denounce_lord|Denounce Lord qst_intrigue_against_lord|Intrigue against Lord qst_track_down_bandits|Track Down Bandits qst_track_down_provocateurs|Track Down Provocateurs qst_retaliate_for_border_incident|Retaliate for a Border Incident qst_raid_caravan_to_start_war|Attack a Neutral Caravan to Provoke War qst_cause_provocation|Give a Kingdom Provocation to Attack Another qst_rescue_prisoner|Rescue or Ransom a Prisoner qst_destroy_bandit_lair|Destroy Bandit Lair qst_get_money_from_debtor|Collect Money from debtor in Suno qst_raid_voldeburg_caravan|Raid the Reich Caravan traveling to Voldeberg. qst_local_lord|Defeat the Local Lord qst_defeat_dragon_priest|Defeat a Dragon Priest qst_defeat_gunnarr|Defeat a dangerous Valahir Mercenary named Gunnarr. qst_conquer_voldeburg|Conquer Voldeberg qst_defeat_octiem|Attack the Third Legion Outpost qst_new_venetor|Liberate the Third Legion to a new Venetor qst_conquer_forniron|Conquer the Elintoran Capital of Forniron qst_kill_svafar|Kill Svafar and avenge the death of Torsson qst_return_to_hylr|Find a way to return to Hylr qst_weeping_moon|Search for Zolona's family heirloom qst_weeping_moon2|Find a way to repair Zolona's heirloom qst_disbelievers|Destroy the party of Disbelievers qst_infidels|Destroy the party of Infidels qst_elites_fac1|Destroy Renegades qst_mysteryquest|Missing Portrait qst_sectarians|Defeat the Sectarian Group of Priests. qst_elites_fac3|Eradicate the Rebel Tribe qst_elites_fac4|Defeat the Maccavian Rebels qst_elites_fac6|Defeat the Hakkon Deserters qst_elites_fac9|Defeat the Huscarl Rebels qst_prisoners_for_ramun1|Capture some prisoners for Ramun qst_demonquest1|Visit the Grazir Shrine qst_escort_wyverns|Escort a Wyvern Party qst_hunt_sectarians|Hunt Down Sectarians qst_defeat_kunika|Defeat Kunika qst_bountyquest1|Defeat a group of Dangerous Escapees qst_bountyquest2|Defeat a group of Marauding Bandits qst_bountyquest4|Defeat some Grazir Worshippers. qst_remuserrand|Remus has asked you to deliver a short message to a lord. qst_espada_beowulf|Find the Lyre of Yralis and the Biography of Emperor Thyceo qst_aegis|You have decided to try and find the mythical Red Immortals and defeat them for loot. qst_defeat_kalrind|Defeat the infamous Geldarin noble called Kalrind qst_peasant_rebels_ag|Peasant Rebels and Adventurers qst_ag_elf_1|Nadriela Zweibal qst_oim_kidalovo_z_konyem|Half a Kingdom for a Wolf qst_oim_kidalovo_z_konyem_text|Half a Kingdom for a Wolf qst_talk_to_npc15|Talk to Shi Jin. qst_defeat_horde_jin|Defeat the Horde of Jin. qst_defeat_horde_khergia|Defeat the Horde of Moshowki. qst_defeat_horde_shun_ha|Defeat the Horde of Shun Ha. qst_defeat_horde_sine|Defeat the Horde of Sine. qst_talk_to_lord_town|Talk to the owner of {s8}. qst_meutererstadt_quest|Revolution in Vinica. qst_talk_to_mercenary_nihonian|Talk to Mercenary Nihonians. qst_talk_to_omelian_kasap|Talk to Omelian Kasap. qst_escort_ataman_omelian_kasap|Escort Ataman Omelian Kasap. qst_rebellion_in_town|Crush the rebellion in Vinica. qst_customer_in_strange_black_armor|Assist the customer wearing strange black armor. qst_talk_to_customer_in_strange_black_armor|Talk to the person wearing strange black armor. qst_zannbaumeister_syabr_quest|Renowned fortification builder Syabr. qst_talk_to_zann_fort_captain|Talk to Zann Fort Captain. qst_gesprach_mit_zann_ronin|Talk to the scout that joined your party. qst_gesprach_mit_prisoner_mosoru|Find one of Mosoru riders and enquire him about the attack on Syarb's party. qst_gesprach_mit_town_19_tavernkeeper|Ask the Tavern Keeper. qst_defeat_group_masnerian_mercenaries|Defeat the group of Masnerian Mercenaries. qst_gesprach_mit_town_19_mayor|Ask the Guild Master. qst_vertrag_mit_augustus|Sign a contract with Augustus Makmix, the leader of the Freelancer Guild. qst_defeat_group_freelancer_deserters|Defeat the group of Freelancer Deserters. qst_escort_syabr_party|Escort Syabr's Party. qst_talk_to_remus|Talk to Remus. qst_defeat_group_sut_giant|Defeat a group of Sut Giants that wish to join the Wolf Knights. qst_talk_to_silberfalke|Talk to Silberfalke. qst_talk_to_konyk|Talk to Meadbrewer qst_amazone_quest|Escort the Elderly Amazon. qst_defeat_ankars_caravan|Defeat the Ankars Supply Caravan. qst_talk_to_elderly_amazon|Talk to the Elderly Amazon. qst_talk_to_captain_berkut|Talk to Captain Berkut. qst_report_of_elderly_amazon|Report to the Elderly Amazon. qst_defeat_squad_amazon|Defeat a Squad of Ankars. qst_killed_joan_zwiebel|Defeat the party of Joan Zwiebel. qst_defeat_tolranian_spymaster|Defeat the party of the Tolranian Spymaster. qst_talk_to_requester|Talk to Requester. qst_defeat_a_group_of_mercenary_warband|Defeat a Mercenary Warband. qst_defeat_a_mysterious_group|Defeat a Mysterious Group. qst_randomdorf_1|Put an end to the rampaging Nobles in {s10}. qst_nibor_in_dorf|Defeat Nibor Hood's party in {s10}. qst_strangerapier|Find the Rapier qst_demonworshipbois|Deal with the Grazir Worshippers qst_demonworshipbois_text|Faris of the Galwe Library has asked you to defeat Grazir worshippers near the city. qst_defeat_the_dreaded_one| Defeat the Dreaded One qst_defeat_the_dreaded_one_text|The Grazir worshippers have united around the Dreaded One near Galwe... Defeat him before a reign of terror descends on all of Perisno! qst_defeat_the_dreaded_one_at_grazir|Finish off the Dreaded One qst_defeat_the_dreaded_one_at_grazir_text|The Dreaded One has fled to his Shrine of Grazir; find the Shrine and defeat him once and for all! qst_Collect_men| Collect 10 peasants qst_learn_where_merchant_brother_is|Learn Where the Hostages are Held. qst_save_relative_of_merchant|Attack the Bandit Lair qst_save_town_from_bandits|Save Town from Bandits qst_freelancer_enlisted|Enlisted in the Party of {s13} qst_freelancer_vacation|Enlisted On Leave qst_freelancer_captured|Enlisted Captured qst_freelancer_revolt|Enlisted Revolting qst_freelancer_end|Freelancer Quests End qst_quests_end|Quests End qst_krysannalovequest|Search for Kaiyrithe qst_halduril_spear|Get rid of the gravediggers qst_duel_young_noble|Duel the Young Noble
https://w.atwiki.jp/wesnoth-wml/pages/60.html
IRCコマンドリスト ※[]内の引数はオプション。 /join #channel #channel に入室する /part チャンネルから退室する /nick newNickName ニックネームを newNickName に変更する /ison person person がサーバ上にいるかどうかを調べる /privmsg person message person に対してプライベートメッセージ message を送る /notice person message person に対して通知 message を送る /topic #channel topicText チャンネルのトピックを topicText に変更する /invite person #channel person を #channel に招待する /kick #channel person person を #channel からキックする /quit [ message ] サーバから切断する /mode #channel mode #channel の モードを mode に変更する。 モードリスト ※モード符号は +xなら有効化、-xなら無効化。 s チャンネルリストから隠す k password チャンネルにパスワードを設定する 使い方がわからないコマンド /me /action 参考 簡易IRCコマンド一覧
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ノーモア★ヒーローズ オリジナル版 機種:Wii 作曲者:高田雅史, 福田淳 開発元:グラスホッパー・マニファクチュア 発売元:マーベラスエンターテイメント 発売日:2007年 移植・リメイク版 ノーモア★ヒーローズ 英雄たちの楽園 機種:360、PS3 開発元:フィールプラス 発売元:マーベラスエンターテイメント 発売日:2010年 ノーモア★ヒーローズ レッドゾーン エディション 機種:PS3 開発元:AQインタラクティブ 発売元:マーベラスエンターテイメント 発売日:2011年 概要 リモコンを活かしたチャンバラアクションで好評を博したアクションゲーム。 続編に『ノーモア★ヒーローズ2 デスパレート・ストラグル』がある。 ドクター・ピースの歌う楽曲「The virgin child makes her wish without feeling anything」はghmストアにてシングル盤がリリースされていた。 Xbox360、PS3の「英雄たちの楽園」では日本語吹き替えが追加されている。 PS3の『レッドゾーンエディション』では18禁要素(暴力、性的要素の両方)が追加された。 トラック 曲名 作曲者 補足 順位 Disc1 1 Beam Katana Chronicles 高田雅史 オープニング 2 N.M.H. ザコ戦 3 Too Much Gorgeous デスメタル戦前 4 Hell on Bare Feet vs.DeathMetal 5 Fork in the Wall シルヴィアとの会話 6 Crash 福田淳 建物へ入る時の効果音 7 Splash 建物から出る時の効果音 8 DND (Do Not Destroy) 自室 9 Gorgeous Blues 高田雅史 バイク運転中 10 Blaster Nation 職業不安定所 11 Walk Like This 12 Oxygen Graffiti ココナッツ拾い 13 Time to Scream ランキング戦イントロ 14 Science of Silence 抜刀 15 Cashmere Cannonball ザコ戦(N.M.H.アレンジ) 16 Steel Python vs.Dr.Peace 17 Wishful Whistling 対峙 18 Heat in your Heart ザコ戦(N.M.H.アレンジ) 19 Jackpot 福田淳 スロット成立時効果音 20 Strawberry shortcake 高田雅史 スロット効果中 21 Wind Blows, Love Dies シノブ戦前1 22 Bushido Flow シノブ戦前2 23 Season of the Samurai vs.Shinobu 24 Righteous, Triumphant, Et Cetera ランクアップ 25 Warp 福田淳 ランクアップ後 Disc2 1 K-ENT. 高田雅史 K-Entertainment 2 Hot Dreams サンダー龍 3 Ten Tons of Titanium 福田淳 トレーニング 4 Piranhas in the Air 高田雅史 ザコ戦(N.M.H.アレンジ) 5 Shy Supernova デストロイマン戦前 6 Stop Hanging DJs vs.Destroyman 7 Hustlin' 'n' Tusslin' 8 Disaster for Sale 9 Sun on the Ceiling 10 Samurai Summer vs.Holly Summers 11 Electromatherapy 12 CHIPSTER DASH 福田淳 ミニゲーム 13 GAME OVER ミニゲーム 14 LET'S FIGHT A BOSS ミニゲーム 15 YOU WIN ミニゲーム 16 Blueberry Cheesecake Brownie 高田雅史 N.M.H.アレンジ 17 HISSATSU Jamba Rank4戦前 18 Vioectrolysis vs.Rank4 19 s. 福田淳 効果音 Disc3 1 Heart in your Hand 高田雅史 N.M.H.アレンジ 2 Mach 13 Elephant Explosion vs.Rank3 3 Speed with Teeth 4 Pleather for Breakfast 福田淳 vs.Bad Gir 5 Dynamite Rider 高田雅史 6 Walking on Leaves 7 Art of the Past 8 Rocket Surgeon vs.Rank1 9 Electric Ladder 福田淳 10 We Are Finally Cowboys vs.??? 11 Staff Wars EPISODE I 高田雅史 12 The virgin child makes her wish without feeling anything 作詞:須田剛一編曲:森脇正敏歌:ドクター・ピース(Brad Holmes) 13 NO MORE NO MORE HEROES 14 N.M.H. (Action Mix) 15 Wide World 福田淳 16 Get 17 You Suck 18 Bronze 19 Mask Power 20 Silver 21 GET!! 22 Batter up 23 "1.000" 24 You Rock 25 Gold 26 Energize Heavenly Star 作詞:水口哲也、玉井健二、深野香作曲:田中ユウスケ編曲:田中ユウスケ・玉井健二歌:元気ロケッツ Wii版のみ サウンドトラック NO MORE HEROES オリジナル・サウンドトラック 作中のBGMを網羅しているが、発売からしばらく経った事もあってか若干プレミアが付いており、値段が高騰している。