約 4,473,955 件
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Lifelong Protection 延々と小悪魔が湧いてくる契約。でもHorrorさんは要りません Lifelong Protection その他 研究Lv 属性 属性2 内部ID 254 4 4 威力 攻撃補正 攻撃回数 長さ 防御力 防御補正 回避率 重さ 射程 弾数 特殊 その他 アンデッド指揮:5Horror Mark付加:5%、装備解除禁止割引不可、鹵獲不可、戦闘時自動召喚:Imp戦闘時召喚数:2/ターン ゲーム内解説文 The Blood mage sacrifices twenty-five slaves to get the attention of Infernal powers. When contact is made, he signs his name in blood upon a contract with a powerful demon. From then until the day he dies, the Blood mage will be protected in battle by a never-ending horde of imps. In return for this boon, the Blood mage will give his soul to the demon when the contract ends. 和訳 血の魔術師は、Infernoの有力者の注意を引くため、25人の奴隷を生贄として捧げます。接触がなされると、彼は強力なデーモンとの契約に血を用いて名前を署名します。以後、彼が死ぬ日まで、血の魔術師はImpの限りなき群れによって護衛されます。この利益と引き換えに、契約の終わりには、血の魔術師はデーモンにその魂を与えます。 注記 終身的な護衛契約。Soul Contractよりも低位の存在との契約らしく、コストも控えめになっている。 装備者が戦闘に出ると、毎ターン2体のImpが自動的に現れ、敵に突撃していくようになる。これは戦闘が続く限り基本的には途絶えることはなく、敵を煩わせ続けてくれる。ただし装備者が行動不能だと出現が停止する。 また装備者には最低限のアンデッド指揮能力も身に付くが、一方で低確率でHorror Markが付加されるようになり、また一度装備すると外すことは許されない。また契約という形態からか、鍛造ボーナスでの割引もできない。 1つだけだと大したことは無いのだが、複数を用意して1つの戦場に投入すると、毎ターンその数の2倍のImpが敵に押し寄せるようになり、無視しがたい影響力を持つようになる。 とくに敵の殲滅力が足りず、Impが溜まっていくような場合、サイズ1の強みを活かした連打によって軽装の敵を一瞬で引き裂けるようになる。DarknessやBlood Lustで支援するとさらに凶悪化するだろう。 たとえ軽く始末されるとしても、敵の行動を浪費させることには繋がるし、主力との激突前に敵を疲労させるという役目も果たせる。装備者が死なない限りは初期投資だけでいくらでも捨て駒が得られるわけで、その恩恵は大きい。 なお、この契約は一人で2つ装備してもしっかり機能する。その他欄に他に装備したいものがあるのでもなければ、2つセットで装備するようにしても良いだろう。 コメント 名前 コメント
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Protection Factor(PF, 保護係数, 防護除数) ⇒ 保護係数 ⇒ 防護除数 (Protection Factorの誤訳、悪訳)
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当サイトは以下を目的として運営しています。 AEGISおよびAcropolis Cityの紹介 AEGISおよびAcropolis住人間の情報共有 +αとして第三者への情報提供 基本的にページの編集はAEGISメンバーもしくはAcropolisの住人が行っています。 ページに設置されたBBS用フォーラムなどへの書き込みはどなたでも可能です。
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Mass Protection 味方ユニット全てにBarkskinをかけます Mass Protection ジェム 疲労 内部ID 399 1 100 使用 水中判定 効果 効果量 戦闘 水中可 Buff 主属性 主Lv 効果発生数 射程距離 Nature 3 1 5 副属性 副Lv 効果範囲 命中補正 - 0 666 0 領域 Lv 防御判定 抵抗判定 Alteration 7 専用国家 ゲーム内説明文 This powerful spell gives Barkskin to all friendly units on the entire battlefield. 和訳 この強力な呪文は、戦場に居る全ての味方にBarkskinをかけます。 注記 BarkskinからProtection、Wooden Warriorsと連なる緑系の皮膚変換魔法の最高峰。Gem1つを対価に一度に全軍を強化可能となった。 敵が火を多用してくる状況でない限りはその恩恵は侮りがたい。とくに敵が防具破壊を多用してくる場合、人間などの基本防御力が終わっている兵の生命線となり得る。 流石に元の防御力が0というような兵を一流の壁役に仕立て上げるには物足りないが、それでも軽装兵の有用性を大きく高めてくれるのは間違いない。もちろん、重装の兵にも一定の恩恵がある。 急げば中盤戦にも間に合いそうな研究レベルで、使用条件も甘いのは大きな利点。これを超える全体皮膚変換は研究レベル9のArmy of Goldまで存在しない。 またGem1個で使用可能なため、緑2しかない魔術師でもGem1個の追加で強行発動できる。代わりに1発で疲労が100を超えるので、その後も働いてほしい魔術師であれば疲労回復を十分に与えておくこと。 間違え易いのだが、Barkskinなどの皮膚強化の恩恵が+1などに終わるのは「基本防御力が」高い場合である。防具で防御力を得ている兵は計算が違う。たとえば防御11のAshigaruは、これをかけると防御合計18にまで強化される。 もちろんこれも額面通りの強化ではないが、それについてはこちらの防御力の計算の項を参照。少なくとも、皮膚強化の恩恵が薄い兵を正確に見分けるには基本防御力を見るべきである、とだけ認識はしておいてほしい。 コメント 名前 コメント
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Protection of the Grave ごく狭い範囲の味方アンデッドの魔法抵抗力を高めます Protection of the Grave ジェム 疲労 内部ID 136 0 0 使用 水中判定 効果 効果量 戦闘 水中可 Buff 主属性 主Lv 効果発生数 射程距離 Holy 1 1 15 副属性 副Lv 効果範囲 命中補正 - 0 1 100 領域 Lv 防御判定 抵抗判定 Divine 0 専用国家 LA C tis ゲーム内説明文 With this prayer, an unholy priest grants magic resistance to a small number of undead beings. This extra magic resistance is very useful if the enemy has priests that can banish the undead. 和訳 この祈りにより、不浄なる聖職者は少数のアンデッドに魔法への抵抗力を授けます。敵にアンデッドを追放できる聖職者が居るならば、この魔法への抵抗力は非常に役に立ちます。 注記 Unholy ProtectionのC tis版。性能はまるっきり同じ。 使用感も変わりなく、上位版を利用すべきなのも同じ。本当に名前が違うだけである。 コメント 名前 コメント
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◎ Protection 特定の属性のダメージを軽減するが、レジストとは別物。 ProtectionのPower Rankと相手の攻撃Power Rankが同じ場合にはダメージを50%カット。 Power Rankの差1に対してダメージの減少量が5%増減する。 Protectionによるダメージの軽減はレジストの計算とは別に行われる。
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1. E. coli protein purification*大見出し I have several cDNA vectors for E.coli purification. 1. pQE vector (His tag) 2. pRSET vector (His tag) 3. pGEX vector (GST fusion protein) experiment procedure What I need to prepare 1. colums 2. complete, EDTA free (Roche) 3. PBS 4. 10 mM, 20 mM, 50 mM, 200 mM and 1 M Imidazole PBS buffer or 20 mM glutathione. GST-fusion protein Application note from GE healthcare GST fusion About His tag, what is the column name? About cell culturing 0. Shake E.coli of interest overnight and make saturation. 1. put 2.5 ml E.coli in 250 ml LB (100 times dilution) and 3-4 hour shaking @37C. It s OD value should be 0.6-0.8. 2. Add 1mM IPTG and shake 4 hour. 3. collect E.coli 4. Break E.coli with sonicator. 5. Spindown debris and pich up supernetant. 6. Add Ni++ beads or Glutathione beads and rotate 2 hour @4C. 7. 2. Insect cell protein purification Fisrt, this method is gonna be introduced in the case we cannot express the proteins of interest with E. coli. Actually I struggled out to find out the way to express and purify the fusion protein of EYFP and C1ABgamma with E.coli. This protein seems to express with proper molecular weight when I check with SDS-page, but no fluorescence. So that is why I used insect cell system. This simple protocol is based on Bac-to-Bac Baculovirus expression system from invitrogen and from some tricks Karam told me. First thing we need to do is that cDNA of interest is gonna be cloned in the FastBac vector, whose promotor is the Autographa californica multiple nuclear polyhedrosis virus promotor(AcMNPV 蛾核多角体病ウイルスのポリヘドリンプロモーター). This expression cassette is flanked by the left and right arms of Tn7. Tn7 is transposon, which moves freely and insert some place at random. Tn7 in this system workd as something by which the gene of interest is transfered from FastBac vector to baculovirus shuttle vector (bacmid), which is in DH10Bac cells. DH10Bac cells include baculovirus shuttle vector and a helper plasmid. easy flowchart 1. prepare insert-containing FastBac vector. 2. transformation of this vector into bacmid in DH10alpha. 3. check whethere insert inserts into bacmid correctly by PCR. 4. transfection of bacmid into insect cells. 5. prepare P1 virus from supernetant of insect cells. 6. prepare P2 virus from supernetant of insect cells. 7. protein purification from insect cells. Yoshi, this is the protocol. Expression test (24-well) The expression test is for the check of which P1 stock has maximum ability to express your protein. 1. Cells are growing in SF-900 II SFM with 5% FBS in suspension culture (log phase, ~1.0 x 106 cells/ml), with greater than 95% viability. 2. Seed 6 x 105 cells per well in a 24-well plate. Let cells attach for 30 minutes. 3. Remove the media and rinse the cells with fresh growth media (SF-900 II SFM with 5% FBS). Replace with 500 ul of fresh media. 4. Add 200 ul of P1 stock and incubate cells in the incubator. 5. Harvest cells at 48 hrs post-infection. Remove the media and rinse the cells with serum-free medium. 6. Lyse the cells with 100 ul of 1x SDS-PAGE buffer. Analyze protein expression. Amplifying Viral Stock (P2 stock, 6-well plate) 1. Cells are growing in SF-900 II SFM with 5% FBS in suspension culture (log phase, 1.0~2.0 x 106 cells/ml), with greater than 95% viability. 2. Prepare 50 ml of 0.5 x 106 cells/ml suspension SF9 cells, and incubate it at 27oC for 1 day. 3. Add 500 #61549;l of P1 viral stock, and incubate it at 27oC for 4 to 5 days. 4. Collect the sup, and store it as P2 viral stock at 4oC. Titer is generally 1 x 107 ~ 1 x 108 pfu/ml. Expression test 2 1. Prepare three 50 ml culture SF9 cells, and incubate for 1 day. The concentrations of these cells are 0.8 x 106 cells/ml. 2. Add variable amounts of P2 stocks to each bottle. Usually, we add 0.5, 1.0 and 2.0 ml of P2 stocks in each bottle. 3. You can harvest cells at 48 hours after infection. Use 1ml of cells for expression check (WB). Collect remaining cells, and rapidly freeze them with liquid N2. Store it at -80 oC. If expression level of your protein is good, you could use it for purification. Real Infection 1. A day before infection, cell concentration is 0.8 x 106 cells/ml (100~500 ml). 2. Add appropriate amounts of P2 stock to cells, and incubate it for 3 days at 27oC. 3. Harvest cells. 1.At first, check insect cells that these have fluorescence. 2.Spine down these cells with 3000g for 5 min. 3.Suspend these cells in 10 ml 10 mM imidazole PBS(-) containing inhibitor cocktail. 4.Break cells with sonication, amplitude 3, 30 sec, 3 times. 5.Spine down these debris wit 15000g for 10 min. 6.Add Mi++-NTA beads into 10 ml solution. 7.incubation and rotate for 2 hours. 8.Put these solution on the coloum(poly-prep chromatography columns 731-1550 columns, 0.8*4cm Bio-lad) 9.Wash these gel with 1 ml 20 mM imidazole buffer 10.Wash these gel with 1 ml 50 mM imidazole buffer 11.Elute solution with 200mM imidazole 1ml. 12. complete! How long does it takes for getting protein of interest? In my impression, at least one month for beginner. How do we keep stock virus solution?
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DHARMA TACTICAL PAD 【DRTCPW40/30H】 ハイセンシスタイルに最適なハードタイプタクティカルパッド ハードタイプTactical Padはマウスの解像度設定を1200~2000 cpi以上の高解像度に設定するプレイスタイル、いわゆるハイセンシティビティでの使用を想定したゲームユーザー向けです。表面は硬くゲームでのハード且つタイトな操作に耐える特殊PP層サーフェスを使用し初動摩擦係数の低下につとめた特殊な表面設計が特徴で、耐久性にも優れています。また下部のアルミ蒸着層の反射効率を高めることでレーザー、光学式ともに良好なトラッキング性能を提供します。ネガティブな要素としてトラッキング能力を極度に高めたことでマウスのリフトオフディスタンス(マウスを持ち上げたとき,センサーが反応する距離)は増大傾向を見せますが、解像度設定を1200cpiオーバーで使用するものと想定し400mmの横幅を確保することで十分な操作範囲を提供しています。 裏面には、激しいプレイにおいてもマウスパッドが不用意に動かないよう、天然発泡ラバーを採用し3mmの厚さを確保し机上の微細な凹凸を吸収しフラットなプレイ面で、快適なプレイ環境を提供します。 初動性能に優れた特殊PP層サーフェス採用 ハイセンシティビティプレイヤーに最適な、優れた初動摩擦係数を実現する特殊な表面設計が施されています。表面は硬くゲームでのハード且つタイトな操作に耐える特殊PP層サーフェスを使用し耐久性にも優れています。 拡大画像を見る マウストラッキングを最大限に高める特殊多層構造 パッド内部のアルミ蒸着層がマウスからのセンサー光の反射効率を最大限に高め、レーザー、光学式ともに良好なトラッキング性能を提供します。 天然発泡ラバー+滑り防止のハイグリップパターン 裏面には、激しいプレイにおいてもマウスパッドが不用意に動かないよう、ハイグリップパターンを施した天然発泡ラバーを採用することで3mmの適度なパッド厚を実現、机上の微細な凹凸を吸収しフラットなプレイ面を提供します。 ワイド300mmサイズも登場 DRTCPW30H 従来のワイドW400では設置が難しかったユーザーのためワイド300mmタイプをご用意、ワイドは100mm短くなっても高さは260mmを確保することで十分なマウス操作範囲をサポートします。 【製品仕様】 外形寸法 40H:W400×D300×H3mm 30H:W300×D260×H3mm 材 質 : PP、アルミ(アルミメッキ付着方式)、天然発泡ラバー ―――使用上のご注意――― 汚れ、ホコリの無い、水平面にてご使用ください。 ご使用のマウスの仕様・個体差や使用環境により、一部のレーザー式・光学式マウスに対応しない場合があります。 本製品は異素材の組み合わせによって構成されています。丸める、折るなど扱いによっては裂け・割れが生じる事もありますご利用にあたってはご注意ください。 直射日光や熱が直接当たる場所にてのご使用は避けてください。 パッド表が汚れた際は、固く絞った柔らかい布で軽くふき取ってください。 水洗いはできません。 マウスパッドを長時間密着させますと、卓上素材によっては表面を傷つけることがあります。 ご使用のマウスの仕様や個体差により、ポインタのレスポンスが変化することがあります。 改良のため、予告無く仕様変更をすることがあります。あらかじめご了承ください。 購入をお考えの方はこちら Amazon.co.jp(DRTCPW30H) Amazon.co.jp(DRTCPW40H) 使用者のコメント 名前 コメント
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index Character Actions Movement Dialogue Fighting Effects of Fatigue Effects of Encumbrance Effects of Intoxication Effects of Poison Effects of Reputation and Alignment ReputationAlignment Encounter AdjustmentsNote to the unwary Reputation Effects on Party Members Character Actions The basic actions you can perform in the Realms are simple. You can wander the landscape, speak with the denizens, and occasionally swing a sword or two. The basic actions you can perform are described below, along with a few effects that may modify these basic actions. Movement There is one constant movement rate in Baldur’s Gate – this is approximately equivalent to 60’ in AD D game terms. Your characters can move more quickly if you cast a Haste spell on them. You can group select characters and easily move them into various formations (this is discussed in more detail in the other manual under the interface descriptions. See pages 11-18 in the Game Guide) Dialogue Killing everything you meet eventually leads to problems. First, you’ll never finish the quests in the game if you kill everything – no one will be left to talk to in order to find out what you need to do. Second, at some point your reputation will fall to the level that you will be attacked on sight by every guard in the game. You won’t survive this. Sometimes the best thing to do is talk, whether it’s casual conversation, hardball negotiation, jovial rumor-swapping, or intimidating threats. Not everything you meet, human or otherwise, is out to kill your character. Help often appears in the most surprising forms. Thus it often pays to take the time to talk to people (or creatures...). Fighting There are times when you don’t want to or can’t run away; (Running all the time is not that heroic), and there are times when you know talking is not a good idea. Sooner or later, your character(s) will have to fight. The real trick is knowing when to fight and when to talk or run. Effects of Fatigue Your characters have to rest every so often, both to memorize spells as well as to gain back their strength. If your characters start complaining that they are tired, it would be prudent to stop and make camp for the night. Go to all characters’ priest or mage spell pages, and after configuring any spells that you want to memorize, click on the “rest” icon. You will rest for eight hours, unless your sleep is interrupted, and awaken refreshed. If your party was injured, party members will gain a few hit points every time they rest. A character can continue to operate at peak efficiency for 24 hours game time (2 hours real time). After this time, the characters will start to complain of fatigue, and for every 4 hours beyond this 24 hour mark the player will receive a -1 luck penalty (-1 to all of their rolls). As soon as the characters rest, all of their penalties will be removed. Note Characters resting in rented rooms while visiting an Inn will heal more or less based on the quality of the room. Effects of Encumbrance Each character has a certain number of slots free, along with a number of slots associated with a paper doll representation of the character. One item may be placed in each slot. In addition, how much weight a character may carry is based on the Strength of that particular character. The weight allowances for your characters are listed in the tables at the end of this manual (see pg 134). Effects of Intoxication All the better inns serve a variety of intoxicants, and drinking to excess will, of course, impair your character’s ability to function in combat. Sufficient drink bolsters the morale, but the tradeoff in effectiveness hardly makes it worth it. The number of drinks you can have before suffering penalties is closely related to your constitution, though recovery is uniform. A character with a Constitution of 3 will find himself quite tipsy after one drink, though regardless of the amount, a good night’s sleep will negate all effects. Effects of Poison Poison is an all-too-frequent hazard faced by characters. Bites, stings, deadly potions, drugged wines, and bad food all await characters at the hands of malevolent wizards, evil assassins, hideous monsters, and incompetent innkeepers. Fortunately, there are many ways a character can be treated for poison. Several spells exist that either slow the onset time, enabling the character the chance to get further treatment, or negate the poison entirely. Note that Cure spells do not negate the progress of a poison. Effects of Reputation and Alignment Reputation The party has a reputation, which influences the manner in which Non-Player Characters (NPC s) associate with the party. The player begins with a reputation based on the alignment of the lead character. The reputation chart consists of 20 levels. Each level changes how NPC s interact with the party. See the table on page 143 for actions that change reputation, either positively, or negatively, based on the current reputation of the party. Be warned, evil-doing parties are likely to become the targets of bounty hunters and guards. Alignment Alignment has less effect on actual game play than reputation does. A character s starting alignment determines a starting reputation. Alignment is the backbone of who your character is and what he or she represents, and reputation is the practical application of those beliefs. If your reputation does not match with your alignment, your character may suffer consequences. Characters who join your party may or may not agree with the current reputation of the party based on their alignment or may decide they are unhappy with the party reputation while you are playing. Alignment Starting Reputation Lawful Good 12 Neutral Good 11 Chaotic Good 11 Lawful Neutral 10 Neutral 10 Chaotic Neutral 10 Lawful Evil 9 Neutral Evil 9 Chaotic Evil 8 A player who starts with a paladin or a ranger has to watch his reputation very carefully. If at any time the party s reputation falls below 6, the character will lose his status as a paladin; or in the case of a ranger, the loss of abilities will occur at a reputation of 4. In either case, if the reputation of the party falls below the acceptable level, that character will become a fighter. A paladin or ranger who loses that status cannot regain it. Encounter Adjustments Whenever the party encounters a NPC, a reaction roll will be made. This will be a simulated roll of two 10-sided dice. Modifiers will be applied according to the party leader’s Charisma, and the reputation of the party. The specific NPC may also have a modifier to the encounter adjustment. Encounter adjustments affect how people that you are talking to perceive you. It will affect whether they are willing to give you much information, and it will also improve prices of items in stores, if you purchase them when you have a good encounter adjustment. See the reaction adjustment table on pg 144. Note to the unwary Some spells improve the Charisma of your party relative to others – for example, the Charm spells. However, these spells so alter the perception of the recipient that they may forget dealings they have had with you. They will also be hostile towards you when the spell wears off, so be careful whom you target. You could potentially close off quests you could have otherwise completed. Reputation Effects on Party Members Each party member has five different states determined by their alignment. These states are happy, neutral, unhappy, angry, and breaking point. Each of these states correspond to the four different verbal dialogue cues that a character has (that is, a character won t complain if he or she is happy, but if the character is in any other state, complaints will be heard). A table shows how the party s reputation will alter their state (based on the character s alignment) on pg 145.
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【鏡音リン】 HAPPY LINK (オリジナル) - AEGIS http //www.nicovideo.jp/watch/sm1895749 http //www.nicovideo.jp/watch/sm1895749 Vocaloid2のオリジナル曲 使用Vocaloidは鏡音リン 製作者はAEGIS氏 一つ前のページにもどる