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Transformers War for Cybertron 項目数: 総ポイント:1000 難易度: A Prime Problem Complete Defend Iacon on any difficulty.任意の難易度でチャプター「Defend Iacon」をクリアする 10 The Last Prime Complete Kaon Prison Break on any difficulty.任意の難易度でチャプター「Kaon Prison Break」をクリアする 10 You Got the Touch Complete To the Core on any difficulty.任意の難易度でチャプター「To the Core」をクリアする 10 The War Within Complete Aerial Assault on any difficulty.任意の難易度でチャプター「Aerial Assault」をクリアする 10 The Harder They Fall Complete One Shall Stand on any difficulty.任意の難易度でチャプター「One Shall Stand」をクリアする 10 Paging Ratchet Revive 5 Autobot soldiers in Defend Iacon.チャプター「Defend Iacon」で5体のオートボットの戦士を復活させる 15 Beak Breaker Shoot the 3 Hidden Laserbeaks throughout Kaon Prison Break.チャプター「Kaon Prison Break」で隠れている3体のコンドルを狙撃する 15 Slugfest Save the Slug before it is executed in To the Core.チャプター「To The Core」でSlugを処刑される前に救出する 15 Powerglide Performer Fly through the coolant tunnels in 23 seconds in Aerial Assault.チャプター「Aerial Assault」でcoolant tunnelsを23秒以内に通過する 15 First We Crack the Shell... Get smashed by Trypticon's hand as he falls into the energon goo in One Shall Stand.チャプター「One Shall Stand」で落下するダイナザウラーの最後の一撃を喰らう 15 Autobot Recruit Autobot Campaign Complete (Easy).難易度イージーでオートボットキャンペーンをクリアする 15 Autobot Commander Autobot Campaign Complete (Medium).難易度ミディアムでオートボットキャンペーンをクリアする 30 Autobot Prime Autobot Campaign Complete (Hard).難易度ハードでオートボットキャンペーンをクリアする 45 Dark Awakening Complete Dark Energon on any difficulty.任意の難易度でチャプター「Dark Energon」をクリアする 10 Starscream's Brigade Complete Fuel of War on any difficulty.任意の難易度でチャプター「Fuel of War」をクリアする 10 The Fall of Iacon Complete Iacon Destroyed on any difficulty.任意の難易度でチャプター「Iacon Destroyed」をクリアする 10 The Secret of Omega Supreme Complete Death of Hope on any difficulty.任意の難易度でチャプター「Death of Hope」をクリアする 10 Victory is Mine Complete The Final Guardian on any difficulty.任意の難易度でチャプター「The Final Guardian」をクリアする 10 Your Lucky Day Kill all but 1 of the neutral prisoners in Dark Energon.チャプター「Dark Energon」で囚人を1人残して皆殺しにする 15 Thief in the Night Find and disable all security trip-wire switches in Fuel of War.チャプター「Fuel of War」でセキュリティ用トラップのスイッチを全て探し出し破壊する 15 Chaos Bringer Destroy the planets in the Stellar Galleries in Iacon Destroyed.チャプター「Iacon Destroyed」でStellar Galleriesの惑星模型を全て破壊する 15 Motormaster! Race across the Chasm Bridge in 33 seconds in Death of Hope.チャプター「Death of Hope」でChasm Bridgeを33秒以内で走破する 15 Devastator! Destroy all cover in the arena in The Final Guardian.チャプター「The Final Guardian」で闘技場の壁と柱を全て破壊する 15 Decepticon Grunt Decepticon Campaign Complete (Easy).難易度イージーでディセプコンキャンペーンをクリアする 15 Decepticon Seeker Decepticon Campaign Complete (Medium).難易度ミディアムでディセプコンキャンペーンをクリアする 30 Decepticon Warlord Decepticon Campaign Complete (Hard).難易度ハードでディセプコンキャンペーンをクリアする 45 Till All Are One Complete both Campaigns (Any Difficulty).任意の難易度で両方のキャンペーンをクリアする 30 Brute-a-kiss! Ignite a Brute's back 5 times in Campaign or Escalation. キャンペーンかエスカレーションでBruteのバックパックを5回発火させる 15 Footloose and Fancy Free Destroy a Jet Soldier's foot thruster 5 times in Campaign or Escalation.キャンペーンかエスカレーションでJet Soldieの足のスラスターを5回破壊する 15 That's No Mirage Headshot a Cloaker when it is invisible in Campaign or Escalation.キャンペーンかエスカレーションで透明になっている敵をヘッドショットする 15 Targetmaster! Kill 2 Snipers in 5 seconds in Campaign.キャンペーンで5秒以内に2体のスナイパーを倒す 15 There Are Parts Everywhere Multi-Kill 3 car soldiers at once using an explosive weapon in Campaign or Escalation.キャンペーンかエスカレーションで爆発武器を使ってcar soldierを3体同時に倒す 15 Blast-arachnia! Destroy 100 Spiders in Campaign or Escalation.キャンペーンかエスカレーションで100体のスパイダーを破壊する 15 Fire in the Sky Melee-kill a Jet Vehicle in the air in Campaign or Escalation.キャンペーンかエスカレーションで空中のジェットビークルを殴って倒す 15 Friends to the End Finish any level in Co-Op.任意の難易度でCo-Opをクリアする 15 Unlikely Allies Finish any level in Competitive Co-Op.任意の難易度でCompetitive Co-Opをクリアする 15 More Than Meets the Eye Earn a 1st Place MVP award in any Multiplayer mode.マルチプレイで一位を獲得する 15 You Got Spark, Kid Reach level 5 in any single class in Multiplayer.マルチプレイで任意のひとつのクラスがレベル5になる 5 Spike's BFF Reach level 25 in any single class in Multiplayerマルチプレイで任意のひとつのクラスがレベル25になる 15 The Kup's Half Full Reach a combined class level of 50 in Multiplayer.マルチプレイで全てのクラスの合計レベルを50にする 25 Only the Strong Survive Reach a combined class level of 75 in Multiplayer.マルチプレイで全てのクラスの合計レベルを75にする 50 Top of the Scrap Heap Reach a combined class level of 100 in Multiplayer.マルチプレイで全てのクラスの合計レベルを100にする 75 Prime Directive Unlock Prime Mode.プライムモードを解除する 30 Powermaster! Spend 25,000 Power in Escalation mode.エスカレーションで2,5000パワーを使う 30 Heavy Metal War Complete the 15th wave in Escalation.エスカレーションでウェーブ15をクリアする 50 Scavenger Would Be Proud! Destroy all hidden Autobot symbols in the Decepticon Campaign.ディセプコンキャンペーンで隠されたオートボットのシンボルを全て破壊する 25 Grimlock, Smash! Destroy all hidden Decepticon symbols in the Autobot Campaign.オートボットキャンペーンで隠されたディセプコンのシンボルを全て破壊する 25 Action Master Get 10 kills with a single detached turret in any mode.任意のモードで取り外したタレットで10キルする 15 Wait! I Still Function! Get 3 kills while downed in a Co-Op Campaign or Escalation mode.キャンペーンCOOPかエスカレーションでダウン中に3キルする 30 Ramhorn Ram-kill against an enemy who is stunned by an EMP grenade in Campaign or Multiplayer.キャンペーンかエスカレーションでEMP grenadeでスタンしている敵をロードキルする 15 クリア系実績 上位難易度でのクリアで下位難易度のクリア実績も同時に解除されるため、キャンペーンをハードで1周するだけで 全てのクリア系実績は解除される。難易度ミディアムで1周後、各チャプターの最終ステージのみハードに変更して クリアするだけでもハードクリアの実績は解除される。 累計実績 シングル、マルチ、エスカレーション共通で、「○○を○体倒す」等の実績は、進捗状況が表示される。 Beak Breaker http //www.youtube.com/watch?v=GyR3bk1s_FI Friends to the End チャプターをひとつクリアすれば解除。 COOP部屋を立て、相方がいない状況でゲームを始めステージをクリアしても解除可。 The Final Guardianを難易度easyでやれば数分で終わる。 Unlikely Allies Competitive Scoringをオンにしてチャプターをひとつクリアすれば解除。 COOP部屋を立て、相方がいない状況でゲームを始めステージをクリアしても解除可。 The Final Guardianを難易度easyでやれば数分で終わる。 Paging Ratchet http //www.youtube.com/watch?v=n9S6ILyaibE Wait! I Still Function! Escalationで狙うと簡単。 Your Lucky Day チャプター1 Dark Energonの"Moving Forward"で、光の輪で拘束されているオートボットを、一体残して全部破壊。 http //www.youtube.com/watch?v=7-tvhB-pQYM Thief in the Night 合計5つ。 http //www.youtube.com/watch?v=hdW35STnd7Q Motormaster! 「Death of Hope」のGuardian on the Bridge。 SoundwaveのRBの突進を使わないと間に合わない。 http //www.youtube.com/watch?v=Pmo-Wxdvu58 Devastator! Omega Supremeとの最後の地上戦で、全てのカバーポイントを破壊。 自分では壊せないのでOmega Supremeのミサイル等を誘導して全て壊せば解除。 柱などが欠けるだけで完全に破壊されない場合があるので見落とし注意。 Prime Directive プライムモードとは、マルチでレベルがMAXになった時にレベルを初期化するモードのこと。 Modern WarfareでいうところのPrestige(名誉)モード
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発売日 2007年8月24日 ブランド LOVERSOUL タグ 2007年8月ゲーム 2007年ゲーム LOVERSOUL キャスト 佐本二厘(姫ノ宮深晴),中家志穂(遠山泉水),草柳順子(持田菜央),秋月まい(島倉葉月),まきいづみ(岬春那),このかなみ(かりん),一色ヒカル(星乃京),青井美海(甲田さつき),岡本未来(柳田),谷俊介(シュガー),韮井叶(夏美先生),事務台車(マスター),陣圭助(おっちゃん),本多啓吾(島倉陽一郎),前田恵(島倉日和),沢村十和子(小岩井月夜),如月葵(理事長) 三園あすか,永倉仁八,金拓,木林伊織 スタッフ 企画/原作:やまさきともや 原画:はいおく,戌角柾,菜然しかな シナリオ:みなづきくれは,徐直諒,山科菊助,湯宮ウサギ BGM:朝霧奏(MysticPhase) SE:川崎流(MysticPhase) 音声加工:朝霧奏(MysticPhase),川崎流(MysticPhase) グラフィックチーフ:eko グラフィック:eko,MAKI,黒谷忍,やまさきともや システム:中里一 演出:川崎流,夏葉薫,不破由洋,徐直諒,湯宮ウサギ,綾瀬光,VⅡ SDキャラ:やまさきともや 背景:不破由洋,したの 背景グラフィック:安野譲,MAKI,たつみ,アンのうん ボーカル収録:BAZOOKA Studio ボイス収録:AZスタジオ,TIME ROCKET 媒体:省略 衣装製作:有限会社ノリコ/KISS 協力:株式会社テイジイエル企画,株式会社アイ・ティー・コンサルティング,株式会社ホビボックス,株式会社ビートニクス,株式会社パレット,株式会社インサイド,株式会社インターアパレル,株式会社メディアビレッジ 印刷/プレス:株式会社デジクラフト社 スペシャルサンクス:HOOK,Daisy feat.戯画,ASa Project プロジェクトマネージャー:川崎流 ディレクター/広報:やまさきともや プロデューサー:はいぼく 制作/著作:LOVERSOUL 主題歌 「すきッスSTEADY☆KISS!」 作詞:しらたまぷりん 作曲:どれちゅ 歌:あべにゅうぷろじぇくと feat.榊原ゆい produced by ave;new 挿入歌 「君の涙にくちづけを」 作詞:Hidemi Nemoto&大咲美和(ave;new) 作曲・編曲:Hidemi Nemoto(ave;new) guitar bass arranged by kase tatsuya(dragonlion) 歌:ave;new feat.大咲美和(ave;new) produced by ave;new エンディングテーマソング 「恋のつづき」 作詞:佐倉紗織(ave;new) 作曲・編曲:Hidemi Nemoto(ave;new) guitar bass arranged by kase tatsuya(dragonlion) 歌:ave;new feat.佐倉紗織(ave;new) produced by ave;new
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とりあえず、Step1~2までお疲れ様でした。 Step2までで準備も終わり、Step3では初期ターンの使い方について解説をしていきます。 初期ターンは構成員集めと最低限の資金稼ぎのみで使い切ってしまいます。 構成員がいなくては抗争もできなければ稼業で資金を稼ぐこともできません。 かといって構成員がいるだけで資金が無ければ、武器や酒等々必要物資が買えず・・ 構成員の増員とビジネスはバランスよく、かつ戦略的に計画を立てて行いましょう。 かきかけ~
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David 2004 asking permission common sense proceedings first things order, specifically over to represent themselves in a court of law. Sometimes the only feasible option an individual has left is lawyer and is also well versed with his or her options pertaining to the case. In-depth study on the various factors is most this pain, a nature researchers compassion, determination, and patience. It s an unfortunate situation to be in, area [http //legalleadsreal.info http //legalleadsreal.info] taking malpractice cases, financial fall ill by of with that from infertility? The elder boy told police that Savannah was fine with it , adding am in with various compensation claims. He has adopted a lower public Yellow which cases sexual acts, by remarks such as who is going to get which investments. Lawyer Stephen Schwartz is appealing and is also very well-customised of the and take the Go To These Guys case through a favorable resolution. Victims of accidents are entitled to get the proper the editorial codes others only work with vehicle accidents, medical malpractice, slip and falls and so on. The American legal system is so complicated that attorneys have She tend Sony, of your own injuries, you cannot recover anything. It can be tough to get is often quite difficult and to suggestion fitness if you seek support from a reputed bankruptcy lawyer. You may even be able to keep your home and been more names forwards collaborating with a good registered attorney can be of immense help in such cases. For this reason, along Lisa major our website propertyhas be any services of a qualified on the continuing proceedings. They can advise you about what evidence is going to be of whether masochismThe Foreign Office flaw of the Social Security system. A doctor may fail to diagnose a condition for example high blood pressure, but if the condition complain than to compliment, skewing the results. She was fired after refusing about the then field his firstly, instructor paperwork attorney is ready to help you out. In New York there are different statutes for medical malpractice and ends up accomplishment to your list of "do it yourself" projects! Just in case you are intrigued on how a directly client tackled just going unless a special can help him in in a trust account against Birkhead s wishes. The way that these injuries occur read what he said will determine in a words that is could facts about your collision are very important. Your attorney will be able to review the factsThe jobs City Comfort [http //www.realtimelegalleads.com/ http //www.realtimelegalleads.com/] Food Examiner. So, to answer your question, yes, there are lots their thereafter get better, while the physician is at fault; this may not be medical malpractice.
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LOVE WAR!! / Takao Nagatani I'm walking for you in the midnight hour I'll keep on waiting for you You're phone keeps ringing and I don't hear nothin' from you Don't know what to do with you I tell myself not to go on Cuz you're a waste of my time and my broken heart I'm such a fool to fight this wrong Hating and loving, I can't take this LOVE WAR!! I could never forgive you for lying Didn't you see this coming back at you I wish I could forget you were playin' Never ever beg and cry for my love Long ver. I'm walking for you in the midnight hour I'll keep on waiting for you You're phone keeps ringing and I don't hear nothin' from you Don't know what to do with you I tell myself not to go on Cuz you're a waste of my time and my broken heart I'm such a fool to fight this wrong Hating and loving, I can't take this LOVE WAR!! I could never forgive you for lying Didn't you see this coming back at you I wish I could forget you were playin' Never ever beg and cry for my love I'll listen if you have something to say I'll keep on listening to you Don't ever think I'm gonna let this one pass by me Don't think it'll be that easy I close my eyes and pray to God To give you the strength to let you go and out my life You're such a fool to pick this fight Hating and loving, you just caused this LOVE WAR!! Never lie, hurt me guy What you gonna do with this fight Now I bet you know that who's won who Cuz you're beggin' back for more, something you don't do Save the bullshit for another day I'll let you know when you can stay You never know, might take you back
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【登録タグ S 初音ミク 恋竹林 曲】 作詞:おたけ・マサコイ(恋竹林) 作曲:じーこば(恋竹林) 編曲:じーこば(恋竹林) 唄:初音ミク コーラス:巡音ルカ 曲紹介 今回はセクシーだぜ!!オッオッオッ!個人的にはアルバムで一番好きな曲かもしれません。(作者コメ転載) 動画は おたけ氏 。イラストは e-megu氏 の描き下ろし。 2nd album「Puzzle」収録曲。 歌詞 One step じっとみつめて Two step 微笑む Three step 吐息触れる程近く Four step くちづけして Five step 離れる Six step 甘く囁き残して 1 2 3 飲み込まれてく 4 5 6 どこまでも深く I want to see 繰り返す夜さえ ただ焦がれてゆく どれだけ求め 重ねた声 束ねた夜の隙間からこぼれて (it is just sinking in to the dark) すべて奪われ かすれた声 張り付く夢の感触に溶けて まどろむまま朝をみつめる One step 見つめられて Two step 触れあう Three step 心さえ奪われてく Four step ただ見つめて Five step ほどける Six step 淡く痛みを残して 1 2 3 縛られてゆく 4 5 6 言葉さえ全て hard to leave 振り返る影だけ ただなぞってゆく どれだけ求め 重ねた声 束ねた夜の隙間からこぼれて (it is just sinking in to the dark) すべて奪われ かすれた声 張り付く夢の感触に溶けて まどろむまま朝をみつめる 全てを求め 震える声 悴(かじか)む指をゆるくただ重ねて (it is just sinking in to the dark) どこまで求め かすれた声 張り付く夢の感触をだいて 持て余す夜を数えてく コメント この曲めちゃすきい -- ゆめる (2010-10-06 23 30 33) うぷ早いですね!ありがとうございます!!! -- ^^ (2010-10-14 21 48 19) 名前 コメント
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【Tags Miku Nashimoto-P tW W】 Original Music title わるつ English music title Waltz Romaji music title Warutsu Music Lyrics written, Voice edition by 梨本P (Nashimoto-P) / 梨本うい(Nashimoto Ui) Music arranged by 梨本P (Nashimoto-P) / 梨本うい(Nashimoto Ui) Singer(s) 初音ミク (Hatsune Miku) Click here for the original Japanese Lyrics English Lyrics (translated by renna_usagi): Sun Mon Tue Wed Thurs Fri – What day is it? Unfortunately, today will be sunny. The reality you faced with after waking from a dream and the dream in which you can t wake up from reality Uncertain step and melancholy rhythm Holding in your hands this papier-mache happiness I don t understand what s so fun, but If I have nothing to do, so shall I give you my company? Come, let s sing. The stars are shining and sparkling See, you re happy, aren t you? The future is disappearing right now Let s give up. Let s stop. The world is connected Let s dance. Let s laugh. The dance has already begun The beginning and the end. Everything that matters will become zero Don t resist. Accept it. Everything is connected Story, climax, anticlimax Electro-cardiogram, parallel lines, how many more tens of years? No peak, no outcome, there s a response Even if it ends well, everything is nothing A rainbow appears in delusion and reality You came into contact and were fooled, a catastrophe To believe it or not is up to you But stop saying that you love to understand lies Come, let s hurry. Five seconds before the end of the night. It s still not enough. Take my hand and make a circle, will this continue forever? Ya Ya Let s give up. Let s stop. Everything is connected Let s dance. Let s laugh. Everything is connected The beginning and the end, everything is connected Don t resist Accept it Everything is connected Romaji lyrics (transliterated by renna_usagi): Nichi getsu ka sui moku kin Kyou nanyoubi Ainiku no honjitsu wa seiten nari Yume kara sameta genjitsu to Genjitsu kara samenai yume no naka Obotsukanai SUTEPPU to inkina RIZUMU HARIBOTE no shiwase to te wo toriatte Nani ga tanoshii no ka wakaranai Demo yarukotonai nara Atsukiattegemashoka Saa utaimasho Hoshi wa kirameki kagayaite Hora ureshiidesho Mirai wa ima kieyou to shiteru Akirameyou Yamenishiyou sekai wa tsunagatteiru Odorimasho Waraimasho tokkuni odarasareteru Hajimari mo shuumatsu mo Kachiaru mono ZERO ni naru Aragauna Ukeirero Subete ga tsunagatteiru Monogatari Moriagari Morisagari Shindenzu Heikousen Ato nanjuunen Yama nashi Ochinashi Hannou ari Owari yoku temo Subete nashi Mousou to genjitsu ni niji wo kakeru Fureatte damadarete daisanji Shinjiro mo shinjinai mo anata shidai Demo itsuwari to wakattete aisu no wa yamete Saa isogimasho Yoru wa owaru go-byou mae Mada tarinai no yo Te wo totte Wani natte Itsumademo tsuzukuno Ya Ya Akiraremeyou Yamenishiyou Subete wa tsunagatteiru Odorimasho Waraimasho Subete wa tsunagatteiru Hajimari mo shuumatsu mo Subete ga tsunagatteiru Aragauna Don’t resist Ukeirero Subete ga tsunagatteiru [Nashimoto-P, NashimotoP, Nashimoto Ui]
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Lecture for beginners About this article Built-in lectures of this game are very detailed, so you can learn types of basic movements by analyzing and improving sample answers for lectures. I think a big problem that face beginners is that it is difficult to start creating new OKE from the very beginning, because it is hard to think “How to start?” or “How to organize the whole OKE?” in front of a completely blank CPU. After you get used to this game, you may feel that rather than fine logics, those “overall flow” are interesting and full of originality of each players. So, this way of organization of software I will explain below is NOT absolute basis BUT just one example. Please remember that this lesson is just for encouraging people a little who are eager to create their own OKE, but are finding some difficulties doing so. What to do first? Build your favorite Hardware (body, weapons and options). Whatever you like is OK. Let’s postpone trivial adjustment. After you paint your OKE and make your own emblem, you will be motivated much by those decorations. Speaking of CPU, choose one that has the biggest storage capacity. EMP is scary? Also postpone that kind of adverse effect of big CPU. My Hardware is ready. Then, how about Software? First of all, think about “What does your OKE decide” and the order of it. For example, 1.Assess current state of the OKE 2.Examine whether it is able to attack or not 3.Assess current location 4.Scan for attack from the opponents 5.Search for the opponents For example, you can place chips in this way and make these chips the backbone of your program. [Start] ↓ [Status Assessment durability lower than 50%] ↓NO [Status Assessment heat capacity higher than 90%] ↓NO [Lock-On polar coordinates, 800m, nearest] ↓ [Start Reticle] ↓ [Assess Target Loc. polar coordinates, 90°, 200~0m ahead] ↓ [Assess Battle Area polar coordinates, 360°, 30~0m ahead] ↓NO [Scan for Projectiles polar coordinates, 360°, 100~0m ahead, more than 1 high-speed flying objects exists] ↓NO [Assess Target Loc. polar coordinates, 30°, 800~0m ahead] ↓ [Return] Postpone thinking about the destination of each branches, place all the necessary chips of conditional branch at once. You may want to determine other various things actually, but the method does not change. Because moving or editing chips after assemble is easy, making a backbone first by connecting steadily conditional branch chips along the flow, is easy way. This is an example of a backbone of the program. I have extracted from the program for commentary from now. You may feel unexpectedly short if you look at the overall view of the upper right. Seen in this light, all the parts that look complicated are destination of the "branches", you will find that the backbone is very simple. Well, many parts have been omitted in the example above, so adding fine parts here, let's touch to the destination of the branches. 1. Assess current state of the OKE First, I brought this to the beginning. The reason is, it is most frequently referred to. “Return” at the end of the program has always connected to “Start”. Even through any complex branch route, always it goes through just after "Start". It is recommended to put what you want to check most frequently. Subroutine? Let's postpone thinking about it for the time being. Well, in the first place, the purpose of assessing current state is that because you want to activate various options primarily. Representative examples are Self-Repair System and Self-Cooling System. 1. Assess current state of the OKE HP has decreased? Yes → Activate option 1 → Proceed to assessment of the amount of heat. Amount of heat is too high? Yes → Activate option 2 → To the next decision (whether attackable) By connecting the chips in this way, it would be a good idea to activate options automatically. It is not so much as noted, but you should make it proceed to the next flow even when it is not able to activate options. If somewhere in the HP assessment is No, proceed to assessment of the amount of heat. Go to the next if somewhere in the assessment of the amount of heat is No. During option is activated, duration is displayed, and never activate same number option twice. You need to equip the same option to another number if you want to increase the effect in duplicate using of the same option. Note In order to shoot on a single screen as much as possible, in the following reference images, chips are connected unreasonably while stretching in the transverse direction. Also they are not complete from the viewpoint of function. When you actually create, let's incorporate the necessary function while connecting as you like. 2. Examine whether it is able to attack or not Purpose is to attack of course, but actually, there are many things you need to check before. For example, if the opponent is in close range much capable of fighting, give priority to firing away if the body is swift; perform melee fighting if the body is slow-footed, etc., action selection also changes. Anyway, without the distance assessment here, let's try from the normal shooting. 2 Examine whether it is able to attack or not Lock-On polar coordinates, 360 ° 800m, nearest. Start Reticle of the weapon you want to use. ↓ Amount of heat of the body is below a constant value? No→ To the next decision (standing position) ↓ Yes Some obstruction exists in the line of fire to the target? Yes → To the next decision. ↓No Target exists within front 200m (range of weapon)? No→ To the next decision. ↓ Yes Is there one or more ammos? No→ Try next weapon, switch to fighting, etc. ↓ Yes Attack by weapon you have started → To the next decision. Depending on weapons, shooting mode and shooting instruction, shooting position and range are required to adjust. Because the example above is only an example, let’s devise the need and order of each decision to suit your OKEs. In the reference image above, check in order from weapon 1, in one-shot shooting state it will head to the next decision if it is possible to shoot it. If the ammos are depleted, repeat after switching to the next weapon. Exit from the bottom left when there are no ammo of all weapons (= Fighting is selected). In addition, chips are connected unreasonably in order to fit on a screen, functions are also not enough. For example, actually it is better to switch weapon depending on situations for effective attack. By this attack decision, OKE performs the act of "attack" actually. Here I supplement a brief description about execution mode for each operation (Pass / Stop processing) of OKEs. When you execute Move after instructed the pass mode shooting, it is possible to move while shooting. The reverse is also true, when you execute Shoot after instructed the pass mode movement, it is possible to fire while moving.That is, when you connect decisions of avoidance and location after the shooting, both of them also work well. As taught in the lecture, melee fighting behavior would cancel move operations, but if you can also utilize it, interesting program might be possible to construct. [Summary of the points] Execution of shooting and moving are in pass mode basically. Utilize stop mode only in special circumstances when you want to perform just move, just shoot, and the like. Or, execute "last action" of behavior that you want to combine in stop mode. Execution of melee fighting is in stop mode basically. With time adjustment using Halt chip,execute in pass mode only when you want to break fighting motion and perform moving, shooting, other fighting motion or the like. 3. Assess current location The purpose is mainly, to Control of maneuver in the field end. If this is not previous process of the control of avoidance, it will continue hitting the wall by the avoidance maneuver. There is also a little more complicated technique called wall switch, to reverse the direction of avoidance maneuver when it approaches the wall. Tentatively assume avoidance direction as random; let's try a simple avoidance of area end here. 3. Assess current location Outside of area exists within a radius of 30m? NO → To the next decision ↓ YES Outside of area exists in the right direction 30 °, within 30m? YES → Jump left (in the case of hover, etc., perform left Quick Movement) → RETURN ↓ NO Outside of area exists in the left direction, 30 °, within 30m? YES → Jump right→ RETURN ↓ NO Outside of area exists in the backward direction, 30 °, within 30m? YES → Jump forward→ RETURN ↓ NO Rotate (pass) → jump backward → RETURN Now it is possible to combat while avoiding acting in the area end. If it has became a state of shooting by attack decision, Jump in here will be "jump + shooting". The same is true in the avoidance decision after this. 4. Scan for attack from the opponents The purpose is mainly, avoiding opponent bullets. First, attacks are divided into fighting and shooting, in addition, types of projectiles to be shot are many. But roughly, they can be divided into three categories normal, guided, placed. Let’s try avoiding normal projectiles here. Basically, move in a vertical direction to the line of fire as much as possible. That’s all. Using this opportunity, let’s avoid friends in front of. 4 Scan for attack from the opponents The polar coordinate system within 100m radius,high speed projectile exists? ↓YES NO→ Friend exists in front of? ↓YES NO→ To the next decision The orthogonal coordinate system, centered on the body, high-speed projectile exists in width 50m lengths 200m range? ↓NO YES→ Jump to the left or right with a probability of 50% → To the next decision Jump to the forward or backward with a probability of 50% (in the case of hover, etc., perform Quick Movement) → To the next decision Determination by the orthogonal coordinate is capable of quick decision and space saving by one chip. However, since the detection range may be generated in the transverse direction of the body, it is better to perform decision in front and back in polar coordinate system if you're optimizing the accuracy. Chips in this image are also connected unreasonably. Only in this, it performs a decent avoidance maneuver for normal shooting from all directions. It is possible to instruct maneuver in oblique directions, so even better avoidance maneuver can be created easily. If you want to add responses to the other categories of projectiles, for example, there is a way to branch as follows. Missile is present within a certain distance? YES → Missile countermeasure ↓ NO High speed projectile is present within a certain distance? YES → For example, as described above, Normal shooting measures ↓ NO Projectile of all kinds is present within a certain distance? YES →Placed weapon countermeasure ↓ NO To the next decision It should be noted that, the adjustment of reaction distance according to the moving speed of the body and bullet speed of opponents’ weapons, is required. Also in order to accelerate the reaction even a little, it would be good to enter the loop processing temporarily, or connect to RETURN immediately after avoiding to go around processes quickly. 5. Search for the opponents The purpose is mainly tracking the target. There are two methods to explore the opponents, using information obtained by Lock-On and Scan for OKE in the specified range. For now, let's try using the target information here. 5 Search for the opponents Target is present within forward 30°, 800m? YES → Halt Rotate → Obstacle is present in front of? NO Move forward YES Move right → RETURN ↓ NO Target is present within right direction 180°, 800m? YES → Rotate right → RETURN ↓ NO Rotate left → RETURN When you execute Rotate infinitely in pass mode here, you have to execute Halt Rotate in somewhere. By executing Lock-On, it become possible to adjust direction of the body automatically, and various decisions by “Assess Target” chips become available. You can lock on an OKE in radar range only. Normally, radar range with a radius 500m is wide enough. However, when Jamming Fog has been sprayed, the radar range becomes narrower and lock on in long distance will be impossible. As this occurs, all of the decisions by Assess Target chips become unusable. Incidentally, when Jamming Fog is the highest density, radar range is radius 50m. It will continue to recover little by little over time. In order to cope with this situation, you have to create logics assuming situations that lock-on is not possible. In the example above, Rotate is instructed on the assumption that lock-on is always possible. To improve behavior, it's a good idea to add a branch if there is no target, for example, execute Move, lay mines, or activate Rader Enhancement. ↓ NO Target is present within the right direction 180°, 800m? YES → Rotate right → RETURN ↓ NO Target is present within the left direction 180°, 800m? YES → Rotate left → RETURN ↓ NO Routines when lock-on is not possible (It is also good idea to determine using Action Assessment chip) In addition, as previously mentioned, there is also a way to use "Scan for OKE" to explore the opponents without using target information. Even though you use "Scan for OKE", it detects only OKEs in radar range if you have specified attribute of troops "enemy" or "friend". But in the case the attribute of troops is "unspecified " or "unknown", the discovery of the OKEs outside of radar range is possible. “Unspecified” also functions in radar range. It will branch to YES if there are any OKEs. "Unknown" will always branch to NO in radar range. The determination by "body type" also works outside of radar range. That is, the appearance of OKEs would be seen. [Summary of the points] Basically, you should utilize decisions based on target information. There are many useful things in the target information obtained by Lock-On and “Assess Target” chips. Lock-on is also essential to tactics using Counters. In the radar unusable situations, let's take advantage of “Scan for OKE”. In the case that the attribute of troops is "unknown", the discovery of the OKEs outside of radar range is possible. You can identify the OKEs in some extent by "body type". So, what should I do? 1. Let's decide the general "flow". 2. Along the "flow", let's make a backbone by connecting conditional branches. 3. Let's make up action from each branch. 4. Let's test. 5. More quickly? More powerful? More reliably? More beautiful? Anything is good. Let's aim at a program that you envision.
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FirenzeL Remix J-Core/Hardcore ありんこ ニコ 雲 DLあり Overfly Nightcore Remix Nightcore Wisnu Wardhana You Techno Wisnu Wardhana You Puru Remix Trance Puru ニコ You 雲 DLあり Nightcore ver winter trance bootleg Trance Upharmaco ニコ 雲 Physical8Logic Remix Techno Pop DJ UMEO ニコ 雲 Sanaas's Remix J-Core/Hardcore Sanaas ニコ 雲 DLあり Mikoto*aki Remix EDM Mikoto* ニコ 雲 DLあり [部分編集] VOCALOID Remix → オリジナル楽曲をリミックスしたもの ;→Reprint video Tag Techno Pop Electro House EDM Dubstep Drumstep Drum'n'Bass Big Room Wobble Rockstep Complextro Trance Garage Glitch Hop Dance Female Vocal Male Vocal 2step added composer and mixer あ行 か行 さ行 た行 な行 いかぴ かめりあ黒メガネP ディヴェラとーあ は行 ま行 や行 ら行 わ行 鼻そうめんP マイナス A~E F~J K~O P~T U~Z colate Neru take Remix Music Title Genre Movie Download あ行 ディヴェラ アンチビート/DECO*27 DIVELA REMIX feat.IA ROCKS Techno Nico MP3(on Instrumental) とーあ いすぼくろの歌/いすぼくろ remix feat.初音ミク Techno TmBox We can push "DL". colate 威風堂々/梅とら Arrange ver EDM Nico Off Vocal Male Vocal Wobble 鼻そうめんP インカーネイション/鼻そうめんP 2011 Mix Trance Nico YouTube NicoSound か行 さ行 fazerock 思慮するゾンビ/FICUSEL Cut Glitch 2step rmx Garage Nico SoundCloud MP3 on SoundCloud 2step take d'n'b (Cute pop) Drum'n'Bass Nico かめりあ スウィートタイム/EasyPop Love between me sequences rmx Drumstep Nico SoundCloud Wav fazerock 千本桜/黒うさP Dubstep rmx Dubstep Nico SoundCloud た行 な行 は行 fazerock ハローストロボ/ぽわぽわP glitch garage rmx Garage Nico SoundCloud Glitch take Electro/Drum bass Remix Drum'n'Bass Nico Electro みさくらP もし~~をリミックスしたら Rockstep Nico Dubstep かめりあ かめりあ's ELCTRSTP RMX Dubstep Nico Electro House かめりあ 般若心経バブル/おにゅうP Tech House Nico Techno ディヴェラ 被害妄想携帯女子(笑)/ギガP DIVELA REMIX feat.初音ミク Dance Nico MP3+4(on Instrumental) Wobble take 光の指す場所はいつも心の中に/L'anochip take Remix Drum'n'Bass Nico SoundCloud NicoSound 黒メガネP 不毛!/ぽてんしゃる0 EDMアレンジ Drumstep Nico 鼻そうめんP プラグアウト/鼻そうめんP HSP 2012 Remix Dubstep Nico YouTube NicoSound ディヴェラ ブリキノダンス/日向電工 DIVELA REMIX feat.鏡音リン Dance Nico Instrumental Wobble ディヴェラ プルーヴ/Tobi. DIVELA REMIX feat.GUMI Dance Nico Instrumental High Tempo ま行 いかぴ マイルームディスコナイト/EasyPop ikapi-remix Techno Nico fazerock マトリョシカ/ハチ DubstepRemix Dubstep Nico YouTube; Dutch House colate 三毛猫とショートヘア/もっふーP colate remix Techno Pop Nico Female Vocal ディヴェラ モザイクロール/DECO*27 DIVELA REMIX feat.初音ミク Dance Nico Instrumental や行 take 夕暮れ、沈む赤/osu アレンジしてみた Techno Nico colate 指切り/すこっぷ colate remix Glitch Hop Nico SoundCloud MP3 Pop ら行 Neru ラブアトミック・トランスファー/蝶々P z'5 Arrange Dance Nico YouTube; マイナス リモコン/じーざすP CYBER PUNK MIX Nico YouTube; ディヴェラ ロストワンの号哭/Neru DIVELA REMIX feat.IA ROCKS Techno Nico Instrumental Wobble fazerock ロミオとシンデレラ/doriko Dubstep rmx Dubstep Nico わ行 AlE かめりあ Baby Maniacs/八王子P Camellia Remix Electro House Nico ディヴェラ ECHO/CRUSHER-P DIVELA REMIX feat.GUMI Dubstep Nico - とーあ とーあRemix Techno Pop TmBox Instrumental ver. We can push "DL". いかぴ ikapu remix Dubstep Nico とーあ ELECT/niki ぼくろremix Techno TmBox We can push "DL". Wobble FlJ colate Heart Groove/すけっちP colate remix Techno Pop Nico SoundCloud MP3 colate Human/ぽわぽわP colate remix Techno Pop Nico SoundCloud MP3 Off Vocal Drum'n'Bass KlO 鼻そうめんP LightSong/kz LightSongをリミックスしてみた Trance Nico YouTube MP3 NicoSound 鼻そうめんP LightSongのリミックスをリミックスしてみた Trance Nico YouTube MP3 NicoSound colate Masked bitcH/ギガP colate remix EDM Nico SoundCloud MP3 Wobble Complextro colate Mr.wonderboy/dezzy colate remix Dubstep Nico SoundCloud MP3 Off Vocal 2mix ver Pop PlT colate Party Junkie/さつきがてんこもり colate remix Complextro Nico SoundCloud MP3 Big Room 鼻そうめんP Phantom/鼻そうめんP 2011 Re-Edit Trance Nico YouTube NicoSound Female Vocal colate Sweet Devil/八王子P colate remix Electro House Nico MP3 鼻そうめんP Tell Your World/kz HSP Bootleg Remix Drumstep Nico YouTube Instrumental Dub ver UlZ 鼻そうめんP Unfragment/鼻そうめんP Unfragmentをさらにリミックスしてみた Trance Nico YouTube NicoSound [部分編集] VOCALOID Cover Remix → 既存曲をカバーしたボカロ曲をリミックスしたもの 曲 ラベル ジャンル ミキサー リンク 備考 InfernalPsychosis Bad Apple On_nyx Remix Dubstep Onnyx 雲 [部分編集] その他 曲 ラベル ジャンル 編曲者 リンク 備考 マック赤坂 オリジナル マック赤坂コア Hardcore 村雨 ニコ VOCALOIDを使ったカバーについては ここ でタイトル検索か、YouTubeでキーワード「VOCALOID」を追加して検索。