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https://w.atwiki.jp/wm_rev/pages/113.html
(112p) Abstract Battle Resolution To keep a campaign going players must be active. However there are situations when even the most enthusiastic players cannot find free time to play a battle, whatever are the reasons. In case a player cannot fight a battle against his opponent(s) he can either find a volunteer to fight it for him (no matter what army he uses) or he can use the Abstract Battle Resolution system. This system is designed to decide the battle with just simple dice roll. This can happen online in a virtual dice room. In this roll-off the challenger is considered the attacker and the challenged player is the defender. First find out a strategy bonuses your army has Strategy Bonus / Attacker / Defender Elite army / +1 / -1 Scouts / +1 / -1 Largest empire / +1 / -1 Each 100 GP spent (max 200) / +1 / -1 Roll for outcome Third person who is not involved in the battle rolls 2D6 and applies any strategy bonuses. High result favours the attacker, low result favours the defender. Adjusted die roll / Result 2 or less / Defender major victory 3-5 / Defender minor victory 6-8 / Draw 9-11 / Attacker minor victory 12 or more / Attacker major victory
https://w.atwiki.jp/warband/pages/485.html
ip_0.wenzitihuan|00.Translation work ip_0.wenzitihuan_text|The translation work is not good enough, and there still remain lots of text in companions’ stories and heroes’ stories in mind reading mission. We need more time to do this, and will try our best. If you can give any help, please connect me in MODDB/Nexusmods or workshop in Steam. ip_1.xiangxing|01. Nature system ip_1.xiangxing_text|Except for character, each hero has its own belief, which refers to its nature. According to description in “the Water Margin”, all hero’s nature can be divided into three kinds, i.e. loyalty, chivalry and bravery. In this game, nature has an influence to determine the possibility to recruit some particular hero in tavern. Besides, it also has an influence on interactions with lords, such as sending gifts, donating, blacksmithing, recruiting, converting and award for tasks. Same nature will provide an enhancement on the effect of these interaction. ip_2.zhiye|02. Career system ip_2.zhiye_text|Every hero has 1 or 2 careers, you can check it out in report or the character page. Every career will effect in battle while the hero is “on fire”, except Fisher and Taoist. Heroes can get career EXP by “on fire” status or working on the right center buildings. The higher REQ attribute the hero has, the more chance or effect will be. There are 15 careers total, here’s the list ^[Merchant] EFF get money, BUD Market, REQ INT ^[Farmer] EFF get food, increase prosperity, BUD Farm, REQ CHA ^[Warrior] EFF stop enemies (blue sign), BUD Camp, REQ STR ^[Artisan] EFF refill allies’ ammo and shield (player need press H), BUD Workshop, REQ INT ^ [Herder] EFF heal ally horses HP (player need press H), BUD Stable, REQ AGL ^[Titan] EFF reduce enemies morale and get chaos(green sign), BUD Training, REQ STR ^[Actor] EFF increase ally morale and make some ally heroes get excited too, BUD Downtown, REQ CHA ^ [Academic] EFF make enemies surrender, BUD College, REQ INT ^[Barkeeper] EFF make enemies or hero get drunk, 100% chance to capture (except bandit hero), BUD Tavern, REQ CHA ^ [Fisher] EFF make enemy heroes dead together while he's dying, BUD Fishery, REQ AGL^ [Thief] EFF invisible and steal enemies' equipment, BUD None, REQ AGL ^ [Doctor] EFF heal allies, BUD None, REQ INT ^ [Playboy] EFF make female enemies become allies(heart sign, 100% chance for enemy beauty), make female ally stronger, BUD None, REQ CHA ^ [Beauty] EFF make male enemies become allies(100% chance for enemy playboy) BUD None, REQ CHA ^ [Taoist] EFF enemies around him will take damage by percent per few second(red aura), but when he get excited, the aura will disappear, BUD None, REQ INT.^^Player can get one of first 9 career in the beginning, and then can learn the second from Han Bolong in Dong Jing tavern. ip_3.jianzhu|03. Building system ip_3.jianzhu_text|Each settlement has its own buildings. A city can have 10 buildings, and castle or fortress can have 7 buildings. These buildings can provide resources for the settlement. With your management and heroes’ work, these building can develop its scale. Buildings in bigger scale can provide more resource, and a more capable hero can make a larger increment on the building’s scale. ^If you are a governor of village, you may have the right to develop some building in the city which your village is subordinate to. If you have a city, a castle or fortress, you may appoint a hero in your team to work in it. If you are a king or field marshal, you may appoint governors of all cities as you please. Heroes will choose a suitable working post by themselves. Heroes’ profession and properties will make a special effect on buildings. Detail information can be found in building menu. ip_4.chengchi|04. New attributes for settlement ip_4.chengchi_text|Buildings have varied effects on attributes of settlements. Here the attributes are listed. ^Money financial income is used for recruiting soldiers, salary of lords, army equipment and so on. Food Food is consumed by soldiers daily, insufficient food supply will cause morale decline, casualties and fleeing. ^Population widely affects the attributes increments of settlement. Prosperity affects money income and population increasing. ^Equipment requirement for recruiting advanced soldiers. The higher rank is, the more equipment will be need. ^Horse requirement for recruiting cavalry. Each cavalry will consume 1 horse. ^Reserve force point requirement for recruiting advanced soldiers. Each training will consume 1 point. ^As Mount Blade Warband has already established a complete economy system, setting values for new parameters for this mode may take a long-term testing. In order to preserve the balance, most of new properties and attributes are set as a positive-related bonus, which means a high value will make a significant help, but low value may cause little negative effect. After evaluating the effect in this edition, the negative effect may be enhanced. ip_5.teji|05. Star skill ip_5.teji_text|The 108 heroes have their own star skills, you can check it out in their character info page. 5 kings and 100 vassals in Han, Liangshan, Zhao, Sha, Shu, plus 3 girls in companions which was Gu Dasao, Sun Erniang, Hu Sanniang are 108 heroes in the novel. ip_6.dantiao|06. Duel System ip_6.dantiao_text|If the strongest troop in enemy party are stronger than your party, they will call for a duel in the beginning of the battle. If not, player can also call for a duel. When the hero win the duel, he will get “on fire”, increase str and agl by temp, and the morale of his party will get higher. If the hero lose, his soldier in his party will get chaos or surrender. ip_7.gaoang|07. On Fire ip_7.gaoang_text|When a hero win the duel, or kill enough enemies, or was encouraged by an actor, he will get an “on fire” status. On this status, he will get a temp increase of attribute, recover hp. His career skill will effect and will speak his own dialog. ip_8.zhanchang|08. Sign in the battle ip_8.zhanchang_text|Chaos green sign;^ Immobilize blue sign;^ Fall in love Flower sign; ^ Taoist skill Red aura. ^ The higher leadership skill the leader was, the longer the status last. ip_9.shenqi|09. Legendary Item ip_9.shenqi_text|There’s purple color text in Legendary Item, and hero will get buff when equipped it.^ Player can get legendary item after battle by chance, or on duel to loot, or in some secret chest, or in the mission, or by some NPC.^ The stronger enemy is, the more chance you will get the unique loot. In addition, looting skill of main party also effect the chance.^ If player has not get unique loot for a long time, the chance will grow up slowly. ip_10.chenghao|10. Title system ip_10.chenghao_text|If you insist on doing something, you will get the corresponding title. These titles will help you do this better. ^ Players can view the title in the report menu, or quest pages. ip_11.huweidui|11. Guard party "ip_11.huweidui_text|If vassal has town or castle, he will recruit guard parties. Player can get guard party from mayor if joined a faction. Guard parties will demobilize the prisoners for money, and get new troops. The higher official player has, the more soldier the guard party can take. " ip_12.teshubingzhong|12. Special unit ip_12.teshubingzhong_text|Every contry has their own special unit. Player can not capture them by battle. Just talk to mayor of your faction, he will tell you what you need to train. ip_13.guanzhi|13. Official system ip_13.guanzhi_text|Players can gain merits when they join the country, and enough contribution can increase their official positions. ^Improve the official position to obtain attributes, increase the upper limit of the troops, issue squats, obtain special equipment for the country, and so on. ^ Players can be divided into official positions after independence, and different official positions have different effects. ip_14.waijiao|14. Diplomatic system ip_14.waijiao_text|When the player joins other faction, he can advise the king's diplomacy. ^ After the player independence, he can find an official or prime minister to carry out a series of diplomatic functions. ^After the player independence, he can deliver military orders to the subordinates in the camp menu. ip_15.qita|15. Other system ip_15.qita_text|There are so many functions and systems are from 108 Heroes in classic M B, so I don’t introduce them in the Warband M B info pages. You can just play and find it. If you have any questions, leave the message in NexusMODs/moddb/steam. Have Fun! ip_16.kuaijiejian|16. Hot keys ip_16.kuaijiejian_text|[M] on the battle Open/close the mini map;^[T] on the battle Show the morale and killing rank;^[H] on the battle career skill (Artisan/ Herder/Doctor);^[Y] on the map speed on (if Dai Zong is in your party);^[U] on the map hiding (if Shi Qian is in your party);^^If your own faction has enough vassals in Shu, when you on the battle [U] to start formation, [J] formation forward, [N] cancel the formation ip_17.shenqichengzhang|17. Suffix of legendary weapons ip_17.shenqichengzhang_text|Every legendary weapon has random suffix, which was Metal, Wood, Water, Fire, Earth. Every legendary weapon can get EXP by killing. The weapon has random max level, the most max level is 4, which needs 700 exp.^The first feature of legendary weapon is decide by the suffix, it should get 25 exp to unlock it. There also are two kinds of legendary weapon, one is only suitable for Taoist career, and another is not.^The 2-4 feature is random, which need 100/300/700 to unlock. And the value is depend on the color of the feature, which was green-blue-gold-orange.^^Warning Due to M B engine restrictions, you’d better DO NOT equip a same kind of item in one troop. For example, if player equip “Moon sword[Metal]” and “Moon sword[Wood]” at the same time, the “Moon sword[Wood]” won’t get any exp, and the skill of the feature won’t effect. ip_18.jingjichang|18. Tournament ip_18.jingjichang_text|Player can get special reward by join tourament for few times. ip_19.haohanchenghao|19. Titles of Heroes ip_19.haohanchenghao_text|In addition to the players, the hero can also get the corresponding title through different ways. After winning the title, there will be certain effects and random attributes and skill rewards. ^The hero can gain military strength by killing the enemy, and the value of the military power can be increased to obtain a random attribute reward. Military strength values can be viewed after the war and in the quest pages. ip_20.junzhixitong|20.Military system ip_20.junzhixitong_text|You can find Military Appointment menu in the camp or before battle.^[Commander] Player controlled character. When you learned mind reading and it’s not on CD, you can click the button to change commander before battle. The Leadership Level of player can increase whole party’s attribute, which have 10% effect. If there’s no leader in one class, the effect is 25%.^[Advisor] Party can use advisor skill on the battle. This function is unavailable in this version.^[Leader] Increase ATK/DEF of the class, take 50% effect.^[Attacker] Increase ATK of the class, take 20% effect.^[Defender] Increase DEF of the class, take 20% effect.^Besides, the relation of Leader/attacker/defender can also buff the class, take 20% effect. If they have same native, they will get more relation addition after battle. You can move your mouse to the number to check the percent. ^Leadership Level There are 5 level of leadership D, C, B, A, S. Each level also contain 3 level, which like C-, C, C+. There are two way when hero reach to A, power up ATK or DEF, like A+[A], or A-[D]. There are three way when hero reach to S, increase or decrease damage from cavalry /infantry /archers. Like S-[A]CAV, means leadership is S-, more ATK, and take extra damage to cavalry.^Heroes will get more leadership EXP if the soldier in his class kill more troops. The higher level troop is, the more EXP heroes will get. You can click the “Leadership Level” text to switch it to “Leadership EXP”. When the heroes in your party can level up to A or S, you should level it up manual and choose the direction. ip_21.bingzhongshixing|21. Leadership Level ip_21.bingzhongshixing_text|- Leadership level is effect not only player’s main party, but also every party. ^- If the troop equipped ranged weapons, he is the archers class. Other troops who have horses, are cavalry class, The rest are the infantry class.^- Every special unit has extra buff, such as Xu Ning Gold Lancers, which will inflict extra damage to cavalry.^- The default name of team “infantry/cavalry/archers” is just a name, not class. If you put a horseman in this team, he will get cavalry buff from leader/attacker/defender, not infantry buff.^- Troops in center or guard party will also get buff from his lord or leader.^- Heroes will also get the buff.^- Heroes only get 1/2 leadership EXP than soldiers by killing.^- The higher leadership skill the hero is, the more quickly leadership exp he get. ip_22.zhanqianbuzhen|22. Battle settings ip_22.zhanqianbuzhen_text|You can find Battle Setting menu in the camp or before battle. Make sure you set the leader of the team first.^ [Team Setting] Change the team order. ^[Formation Order] Click the team name to change the position, click the apply check to enable the form. ^[Grounp Leaders] Click the leader name on the right to switch the team. ip_23.duxinshuqianghua|23. Mind Reading power up ip_23.duxinshuqianghua_text|When you have been defeated on the battle, it will not come to an end. You can continue watching or quit.^ Press [Tab] key to quit the battle; Press [Space] key to change watching mode;^ Click [mouse left/right] button to switch heroes;^ Press [WASD] key to rotate camera; Press [Direction] key to move camera;^ Press [Enter] key to choose hero; Press [Left Ctrl] key to close the tip message.^Tips you can only control hero after you learned the mind reading, and you can only control the heroes in your party. ip_24.shenqiqianghua|24. Refine stones ip_24.shenqiqianghua_text|Refine stones unlock the higher exp level, the max level is 4, which is 700 exp.^Power up stones upgrade your legendary weapons' first feature by using power up stone, you should get at least 25 exp to unlock the feature. you can not upgrade the feature which was already orange color.^Reroll stones reroll your legendary weapon’s 2-4 random feature by using reroll stone, you should upgrade it to max level first, after my work finished, it will lose a few exp. Please put the weapon into first 3 inventory slots.^Owner stones set your legendary weapon’s owner by using owner stone, you should upgrade it to max level first. One kind of weapon can only set owner by 3 heroes at most, and one hero can only set 2 owner special item at most. Please put the weapon into first 3 inventory slots.^Besides Tang Long, Hou Jian and Huangfu Duan can also set armor or horses’ owner.^You can check your stones in collection page. ip_25.quanguowudaodahui|25. Tournament of China ip_25.quanguowudaodahui_text|You can join Tournament of China every month, it’s a 5v5 game, and if you win 3 of 5, you win.^- You can join the game if you joined a faction, or your party has more than 4 companions, or your own kingdom has more than 4 vassals.^- There are 3 fights Quarterfinals, Semifinals, and Finals. ^- The rule is as same as duel on the battle, ammo is only 10, star skill and Taoist skill will enable. Time limit is 90s, when time’s up, the hero who has more percent hp will win.^- Player can control hero by mind reading.^- If you win the finals, you will get lots of reward, and have chance to get extra reward from host.^- You can pay for a spy to watch opponent setting.^- You can also play the mode in main menu “Super Smash Mod” ip_26.zhiyexitong2|26. Extra career ip_26.zhiyexitong2_text|Player can get one of first 9 career in the beginning, and then can learn the second from Han Bolong in Dong Jing tavern.^- You should learned Mind Reading before you talk to Han Bolong.^- You can learned extra career if your career have been level 3, and there’s a hero who has level 4 career in your party. It will spend a whole day to learn it.
https://w.atwiki.jp/stalker_soc/pages/27.html
PDAの内容とか 当然の事ながらネタばれ注意! LocationsOutpost Garbage agroprom Bar Dark Valley Army base Pripyat Scorcher Wild Territory Chernobyl NPP yantar Locations 個々のエリアの情報はMAPのそれぞれの地域のページを参照してください。 Outpost #ref error :ご指定のページがありません。ページ名を確認して再度指定してください。 Think of it as the Zone s antechamber - it s a good place for rookies to get their head around. You ll find a trader in the vaults at the back of the village, next to the army outpost. Don t miss the chance to talk to him. You d be advised to steer clear of the outpost itself, however. You don t want the soldiers to catch a sight of you - most of them shoot first and don t bother asking questions later. Yet, as always, there are some who can be bribed as long as the top brass is looking the other way. Attacking the soldiers is not recommended, unless they pose a direct threat. ここはZoneの玄関に相当する、と考えていいだろう。 というのも、新米が腕を慣らし、旅の準備をするのに都合のいい場所だからだ。 軍の前哨基地のすぐ近くに小さな村があり、その一番奥の穴蔵にはトレーダーがいる。 彼と話す機会を逃さないように。 あなたは前哨基地には近づかないようにとアドバイスを受けるだろう。 あなたはじきに軍の連中には見つからないように、と願うようになる -- 奴らは有無を言わさずにあなたに銃口を向けるからだ。 しかし世の常に、奴らの中にも取引しようとする連中 -- 特に上官から隠れて賄賂を受け取る奴が少なからずともいるものだ。 なにはともあれ軍の連中にちょっかいを出すのはお勧めしない。 あなたを待っているのは実力行使のみだからだ。 Garbage #ref error :ご指定のページがありません。ページ名を確認して再度指定してください。 A vast machinery graveyard. Right after the first accident whole heaps of radioactive waste were dumped there. Mostly ruins of old buildings infested with mutants. Much like the outskirts of the Zone, the place swarms with rookie stalkers, with an occasional bandit loitering around, always on the lookout for freebies. Some artifacts to be found here, but most of them are just not worth the effort. You ll be better off elsewhere. Going North, you will get to the Wild Territory, West lays the entrance to the Dark Valley, with the road to the Agroprom Research lnstitute to the East. 広大な機械墓場。 最初の事故直後に、大量の放射性廃棄物がそこに投棄された。 古いビルディングの廃墟は大抵ミュータントが横行する。 Zone周辺によく似ていて、新人Stalkerや時にはBanditが、 報奨に目を光らせて常に群がる場所である。 ここではいくらかArtifactが見つかるが、 しかし、それらのうちのほとんどは価値が無く努力は報われない。 稼ぐには別の場所が懸命である。 北へ進めばWild Territoryへ到達し、東にはDark Valleyの入口が横たわり、 西はAgroprom研究所へ至る道路へと繋がる。 agroprom A strange, heavily contaminated area. Should you wander deeper into it, you will see a shallow lake, crammed shore-to-shore with abandoned equipment and other debris. You can also check out the abandoned Institute and the factory, though the military have been hanging around there quite a lot recently. 奇妙で、極度に汚染された地域。 より奥地へさ迷い歩けば、浅い湖に詰め込まれた廃棄された器材やその他の残骸でたくさんの湖岸を見るだろう。 さらに、放棄された研究所や工場跡地を見ることができるが、ごく最近、このあたりを軍隊がうろついている。 Bar The Duty faction have set up camp on the plain s edge and they always welcome stalkers in need of rest. A desert oasis of sorts - a place completely devoid of anomalies and mutants. Be sure to check out the 100 Rads bar in the vaults - it s a meeting point for stalkers from all over the Zone. The bar is run by the local trader, so if you re interested in selling or buying wares apart from the local gossip - that s the place to go to. North of the bar is the military base, with the Garbage to the South. Duty派閥がキャンプを作り、休息を必要とするストーカーを受け入れている場所。 奇形種とミュータントが排除されているため、ある種の砂漠のオアシスと言えよう。 地下にある「100Rads bar」には必ず足を運ぶように。そこはゾーン中から集まってくるストーカー達のたまり場だからだ。 地元のトレーダーが経営しているバーだから、商品の売買をしたい者も、地元のゴシップに興味がなくとも行くべきだろう。 バーの北には軍の基地が、南には廃棄物置き場がある。 Dark Valley Always gloomy, always misty and always rainy. Stalkers venturing into the Dark Valley are likely to find valuable artifacts, instant death, or both. A place frequented by some of the most experienced old-timers, though you may also stumble upon some common bandits. There s supposed to be an underground lab around there somewhere, so it might be worth to look for a hidden entrance along the way. No one has returned from there alive though and no one can tell for sure just what nasty surprises await you there. 常に霧深く、雨で薄暗い。 DarkValleyに赴くStalker達はたいてい貴重なアーティファクトを見つけるか、 即死するか、あるいはその両方である。 熟練のStalker達によってたびたび探索された場所ではあるものの、 Banditsに遭遇することもある。 地下研究所への道があるとされており、 道なりに隠された入り口を探してみるのもいいかもしれない。 もっとも、そこから生きた状態で戻った者は無く、 どんなひどい驚きがそこであなたを待っているかなど誰も伝えることはない。 Army base A deserted army base next to a dilapidated hamlet and a small marsh. The village is an eerie place literally swarming with mutants - the bloodsuckers alone are legion. Stalkers do their best to keep away from it, even if it means going extra kilometers around it. The anarchists from the Freedom faction have settled down in the army base. The road connecting the base to the Zone is guarded by the Brain Scorcher, which blocks the way to Pripyat and the Chernobyl NPP. 荒廃した小村と小さい沼地の隣にある、放棄された陸軍基地。 村は文字通りミュータントであふれかえっている不気味な場所である。 --ブラッドサッカーのみからなる群れが確認される たとえ周囲数km四方の距離があっても、ストーカー達はそこから距離を置こうと努力する。 Freedom派閥の無政府主義者達は陸軍基地に拠点を構えている。 ゾーンの根幹へと続く道はブレインスコーチャーによって守られており、 プリピャチとチェルノブイリ原子力発電所への道を塞いでいる。 Pripyat This used to be a town built for engineers working at the Chernobyl NPP. Quite a big place once, it is a ghost town now with mutants and zombies as the only residents. There seems to be no way to get in there the Brain Scorcher is blocking the way. ここはかつて、チェルノブイリ原子力発電所で働く技術者達のために建てられた街だった。 かつては大きい街であったが、今では怪物やゾンビのみが住まうゴーストタウンである。 brain scorcherが道に立ちふさがっているため、ここに入り込む方法は無いように思われる。 Scorcher A dreadful place. Easy to vanish without a trace there, no matter how lucky you have been in life so far. Whoever gets close to the Brain Scorcher immediately goes insane, turns into a zombie and starts stalking the Zone restlessly. A human shell is all that s left. No-one has ever returned with a sound mind. 恐ろしい場所である。いかに今までの人生が幸運であったとしても、 そこでは容易に何の痕跡も残さず、姿を消すといわれる。 Brain Scorcherに近づく者は、誰であろうと直ちに精神に異常をきたし、 生ける屍としてZoneを休むことなく彷徨うことになる。 人間としての外見そのままでだ。 誰も正常な精神で帰還した者はいない。 Wild Territory The Wild Territory used to be the site of a rather large manufacturing plant, currently in ruins. Many stalkers met their death there the place is swarming with all sorts of monsters. The beasts are literally streaming over there from the entire Zone. It is said that something of great importance is hidden at this site, so there are always plenty of daredevils willing to try their luck. Wild Territoryは以前は大規模な生産施設があったが、今では廃墟になっている。 多くのストーカーがこの場所で死を迎えている。なぜならば、 この場所はありとあらゆる怪物に満ちているからである。 怪物たちはZone全体から文字通りそこへ流れ込んできている。 何かとても重要な何かがこの場所に隠されてると噂されているので、 いつも多くの命知らずが運試しにやってくる。 Chernobyl NPP The site of the world-famous nuclear power plant. This is the heart of the Zone. If you believe the legends, this is also the site of the Monolith - a mysterious thing capable of granting any wish. 世界的に有名な原子力発電所であり、Zoneの中心部である。 もし伝説を信じるのであれば、ここはまたモノリス - どんな願いでも叶えることができる神秘的な何か - の場所でもある。 yantar The legendary lake in the sector of the same name dried up a long ago, leaving a shallow swamp in its place. The place is morbid and sodden with death. Great dangers await any adventurous soul foolish enough to get near it. Anyone who dares to go too far goes insane. Zombie drones are rambling around the whole sector, waiting for new victims. If you walk around the lake and past the zombies, you値l end up at the scientists camp, where the eggheads brought there by choppers are doing some research. You can have a chat with them; they buy artifacts and could even send you on a mission. この場所と同じ名前の伝説的な湖は、そこに浅い沼地を残してとっくの昔に干上がってしまった。 この場所は陰鬱で死に満ち溢れており、大きな脅威が近付こうとする冒険心でいっぱいの馬鹿な輩を待ち受けている。 思い切って遠くに行き過ぎた者は皆、正気を失ってしまう。 ゾンビどもがこの地域一帯をうろつきまわり、新たな犠牲者を待っている。 もし湖の周りを歩き、ゾンビどもをすり抜けたなら、科学者のキャンプにたどり着くだろう。 そこではヘリで連れてこられたインテリ野郎達が何か研究をしている。 そこで科学者らと会話できるし、彼らはアーティファクトを購入したり、ミッションを与えてきたりさえする。
https://w.atwiki.jp/mtgflavortext/pages/5620.html
20人もの遊牧の民の集団にたった1人で突っ込んでいった蛮人を見たことがあるよ。もっといかれた蛮人を見たこともあるけどね。 ――遊牧の民の歩哨 "I once saw a single barbarian charge a band of twenty nomads. I ve seen some crazy ones, too." ――Nomad sentry オデッセイ 【M TG Wiki】 名前
https://w.atwiki.jp/thesimssocial/pages/216.html
Herbs リクエスト AskFriend/NewsFeed(不明) 入手方法 作物の収穫(Energy) 隣人宅 枯れた作物の復活(Energy) 庭 草むしり(Energy)
https://w.atwiki.jp/sentokun/pages/48.html
Warhammer Online - Melee Combat Mechanics こちら INTRODUCTION Based on my experiences in WoW, I developed a passion for simulating combat, especially melee combat. Finding the gear combinations for attaining my character’s maximum Damage Per Second (DPS) was the foundation of those exercises on both my rogue Discoepfeand and my shaman Disquette. The information in this post is intended to be the foundation for those people who wish to do the same in Warhammer Age of Reckoning (WAR). DPS AND THEORYCRAFTING IN WAR WAR, for better or worse, is primarily a PvP (or RvR, actually) game at heart. As a result, sustained DPS is often not going to be the concern of the players, who will instead be focused on burst damage as much as sustained damage. There are, however, some high-end PvE aspects that the developer (Mythic Entertainment) has alluded to. I don’t particularly care how useful this information is to the “average RvR player”, to be quite frank. My desire in this game isn’t to gain knowledge for the purpose of using it as Mythic intended, but simply to know and explain it for those who might care about the PvE portions of the game. As might be evident from my writing style, I’m getting older and am finding happiness in different things than I used to. As such, this blog is here for my own edification, and if you don’t like it or my motivations, feel free to stop reading - I’ll never know the difference ;-) So, with that all out of the way… BASIC STATS TO KNOW 1. Strength - this increases your auto-attack melee dps, all other things remaining the same, by 0.1 dps per strength. 2. Toughness - this stat, which both players and mobs have as a characteristic, is the inverse of strength (with respect to damage - your strength also effects your target’s chance to parry your attacks. That’s irrelevant for this post). Explicitly, it reduces the dps done to you by 0.1 dps / toughness. 3. Weapon DPS - the damage per second inherent in every weapon. It’s interesting to note that WAR is not like WoW - there is no variability from hit to hit. It’s all a mathematical formula with no randomness to the outcome of each hit. Crits may be an exception (I haven’t started work on them yet). 4. Weapon Speed - how many seconds it takes for each auto-attack swing of your weapon. OTHER BASICS TO KNOW Your combat log will show not only the damage you did, but also how much was mitigated by armor. As an example, you might see the following Your attack hits Evil Ogre for 80 damage. (20 mitigated) Very Important Disclaimer!!! So far the formulas I’m comfortable sharing in this post have proved to be accurate within 1 point of damage in all the testing I’ve done. I cannot, however, say without a doubt that these are the formulas being used. The best thing we can do is test for ourselves and draw our own conclusions. Having other people confirm these formulas via in-game testing would be nifty, so drop me a line if you do so. ON TO THE SHOW! Basic Attack Damage when single-wielding Your auto-attack damage is calculated by a fairly simple formula. We’ll use some of those stats we covered earlier. I’ll use the following variable names Strength Str Target’s Tougness Tou Strength Bonus StrBon (I’m going to use this so as to simplify the way the formulas look. So far I haven’t found any damage calculations which use Str but not Tou, or vice versa, and when they’re used together, so far they’ve always been seen in the form Str-Tou). Weapon DPS Wdps Weapon Speed Wspeed Armor Mitigation % Armor Please note - throughout this whole post I’ll just be using a single term for armor. Weapon Skill affects armor penetration. That’s a very uninteresting stat for me, as it’s essentially a linear effect. A fully accurate formula would use (ArmorMitigation = TargetArmor%*(1-WeaponSkillArmorPenetration%). If you’re writing a calculator, be sure to include that term, but this thing is complicated enough without that uninteresting term to further expand these large formulas. Thanks to Wodin and Hermit for pointing out that I shouldn’t leave this out all together without and explanation! Damage per Attack Dmg (I’m specifying this so that it’s not confused with Damage per Second). Dmg = ((StrBon/10) + Wdps)*(Wspeed)*(1-Armor) Let’s do an example! Let’s say you’re a White Lion, fighting a Vicious Spider (made up name) and the actors have the following stats White Lion Str 350 Spider Tou 250 White Lion Wdps 25 White Lion Wspeed 2.0 seconds / swing (thanks for catching this labeling error, DPS_squared) Spider Armor Mitigation 15% (Incidentally, this is about half of what is typical for even con’d mobs) Using our formula above, each melee auto-attack will do… Dmg = (((Str - Tou)/10) + Wdps)*(Wspeed)*(1-Armor) Dmg = (((350-250)/10) + 25)*2.0*(1-15%) Dmg = ((100/10) + 25)*2.0*85% Dmg = (10+25)*2*0.85 Dmg = 59.5 This will appear in your combat log as Your attack hits Vicious Spider for 59 damage. (11 mitigated) Ok, so what’s happening here? Lots of interesting things! To wit 1. Rounding - It should come as no surprise that WAR, like other MMOs, rounds abilities to whole numbers for display purposes. This does not mean that the game doesn’t process fractions - I’ve seen one of my HoTs tick for varying amounts, sometimes 268, sometimes 267, which I can only imagine is the game keeping track of the fractions internally in the server (or perhaps the client, I don’t know). 2. There are two forms of damage mitigation, but you’re only seeing one explicitly - Only the armor mitigation shows up in the display window, but remember that the target’s toughness is also factoring in to reduce the damage. Calculating Mob Damage Reduction You might ask how to figure out the opponent’s armor and toughness values. I sure needed to know that in order to reverse-engineer the more complicated attack types. Let’s go through that process (Hey, I spent the hours to figure out how to calculate these, so you’re gonna read about it p ) Armor - this was the easy one. For every auto attack, on every character, it was pretty straightforward to see that comparing the amount mitigated in the combat log to the damage done always had the same ratio when all else remained the same (target mob, your str, weapon, etc). And that’s that! Ok, except for crits, which I keep coming back to as being special. Other blogs or articles will probably cover how that is working in game at the moment. Toughness - this was the harder one. The first thing is to realize that mobs have this! Coming from WoW where the only mitigation stat against physical attacks was armor, I had to expand my horizons a bit to understand that this was not only present, but was *invisible* (ooooh, ahhhhh). What I mean by that is that it doesn’t show in the mitigation portion of the combat log. However, if you do a few tests on mobs, you find that regardless of your weapon dps, your strenght, your weapon speed, etc, you are constantly hitting the mob for a consistent amount less than you would expect if you used just strength in a simple calculation.You might find it helpful, if you want to do dps testing for yourself, to have a set of guidelines to follow for calculating a mob’s toughness. Here’s what you do - look at your stats, auto attack a mob, and back into the toughness using the following procedure 1. Record your Str, Wdps, and Wspeed 2. Auto attack the mob, and add the mitigated and non-mitigated portions together. For instance, for the combat log entry Your attack hits Vicious Spider for 59 damage. (11 mitigated), The number you would want to record is 59+11 = 70. We’ll call this number TDmg (for Total Damage, including armor mitigation) 3. Use the formula below, which you can re-create yourself by undoing the process we used above if you like to prove things out to yourself tou = 10*((((0.1*Str + Wdps)*Wspeed)-TDmg)/Wspeed) That might need an example to make sure I got my parentheses right! Let’s use the spider example from above. Remember from before, that White Lion Str 350 White Lion Wdps 25 White Lion Wspeed 2.0 seconds / swing Spider Armor Mitigation 15% (this is completely unnecessary information for this calculation) Add to that our two new data points Mitigated Damage 11 Final Actual Damage to Mob 59 TDmg = 70 (the 2 lines above added together) Let’s calculate it out using the formulas shown above tou = 10*((((0.1*Str + Wdps)*Wspeed)-TDmg)/Wspeed) tou = 10*(*1)/Wspeed) tou = 10*((((35+25)*2.0)-70)/2) tou = 10*((120-70)/2) tou = 250 Yay, it works! It matches the toughness we had in the assumptions used for the first example. If you’re theorycrafting/testing dps on mobs, build this formula into a spreadsheet - you’re going to use it a lot ;-) Calculation Damage of Special Attacks (Note I haven’t looked at special attack damage while dual-wielding. This only works for single wielding at the moment) (Edit for Update! Erdrick figured out the Dmg for special attacks while dual-wielding, yay!) Unlike DAoC, and like some classes in WoW, WAR intertwines special attacks with your auto attack, as opposed to having a queue’ing system. As a result of not using a queue system, Mythic did something very smart for calculating special attack damage - they treat the weapon speed for the damage calculations as if it were the speed of the ability. Most special abilities are instant. Since each instant attack invokes the global cooldown of 1.5 seconds, 1.5 is the speed value used for most specials, whether you’re using a big 2 hander or a quick dagger. This is in contrast to WoW in which weapon speeds are normalized for instant attacks by their type (2.4 for swords, 1.7 for daggers, 3.something for 2 handers). Another wrinkle thrown into the special attack calculations is that strength counts for twice as much! Above we noted that, per the character screen, each point of Str added 0.1 dps to your attacks. Also per the character screen, you will see that for special abilities, each point of Str adds 0.2 dps. What the character screen does not tell you is that your opponent’s toughness mitigation is also doubled per point. This makes things very convenient for us, as that doubling for both means that we can continue using our meta-stat StrBon (Your strength - Your target’s toughness) Now we have two facts that help us calculate the damage - weapon speed of 1.5 (usually) and StrBonus doubling - but we need more. MORE BLOOD FOR THE BLOOD GOD! First, we have the ability’s damage itself. An ability may something like “A cruel blow which does 63 damage to your target and causes it to hate you greatly”. Second, we have the special attack weapon dps modifier. This modifier, from my testing, is set to 150%. This means that if your weapon was 100dps, the damage of your special attack would be increased by 150 due to its weapon dps. As noted by EasymodeX in the comments section, that’s equal to the multiplier for strength, which is a pleasing number - it again is the swing time of an instant attack. So, let’s put that all together into a formula that captures these different facts. We’ll use the term Admg to refer to any extra damage you get from the special attack, per its tooltip, and we’ll use the term Sdmg to refer to the total damage of your special attacks after all the calculations are done. Sdmg = (((StrBon/10)*2 + Wdps)*1.5 + Admg)*(1-armor) (single wield only) (note that Wspeed doesn’t factor in here - the special ability damage calculation is completely weapon-speed-free. You’ll be seeing this fact referred to again later in this post.) As usual, let’s do an example so you can see it working. Assume the following White Lion Str 323 Spider Tou 264 White Lion Wdps 51 White Lion Admg 62 Spider Armor Mitigation 15% Sdmg = ((StrBon/10)*2*1.5 + Wdps*150% + Admg)*(1-Armor) Sdmg = (((323-264)/10)*3 + 51*150% + 62) * (1 - 15%) Sdmg = (5.9*3 + 76.5 + 62) * 0.85 Sdmg = 156.2 * 0.85 Sdmg = Your special attack hits Vicious Spider for 133 damage. (23 mitigated) Update as indicated above, big thanks to Erdrick for figuring out special damage while single *or* dual wielding. That dude has more patience than me, that’s for sure D Here it is Sdmg = ((StrBon/10)*2*1.5 + MHdps*150% + OFdps*52.5%+ Admg)*(1-Armor) (Update on 9/18/08 - OFdps coefficient may be 67.5% now. I’ll have to check when I have a reasonably high level dual-wielder. Right now I only have a WP) Alrighty, I hope that’s all clear, because the next formula (the last in this article) is the real doozy. Or maybe it’s not. But the fact is, it was horrible trying to figure it the next formula, and I had a victory beer when I finally got it working. However, even though it has so far been within 1 damage of actual tests each time I’ve done this, it looks so odd that I don’t have 100% confidence in its accuracy. I do have enough confidence in it to post it, and hopefully it stands up to further testing. If it doesn’t, so be it, and I’ll be very open to seeing a more accurate formula. So then, without further ado, let’s talk about… Off-Hand Damage, when it happens, and how it’s calculated Mythic has taken a novel (to me at least) approach to the mechanics of dual-wielding melee weapons. Instead of the off-hand weapon always swinging as it does in WoW, the chance for the off-hand weapon to swing is a simple proc from the main hand. A certain percentage of the time when the main hand hits, the offhand will also hit as an auto-attack. I don’t know what that percentage is. It’s probably documented somewhere, and if not, that’s a trivial task to empirically determine the proc chance (probably, who knows if they threw in something odd in the determination). The part that I cared about was how to calculate how much damage each off-hand swing would cause when one did happen. So then why go into the proc-chance explanation? It is because that concept is intrinsic to understanding how and why the off-hand damage is what it is. In contrast to the other sections, I’m going to start us off with the damage formula, and then explain it after the fact. First, however, we need some new terminology to add to our stable of stats Our current familiar stats Strength Str Target’s Tougness Tou Strength Bonus StrBon Armor Mitigation % Armor Off-Hand Damage per Attack OHDmg Our new stats Off-Hand Weapon DPS OHWdps Off-Hand Weapon Speed OHWspeed Main-Hand Weapon Speed MHWspeed Off-Hand Weapon DPS penalty OHWPen Off-Hand Strength penalty OHSPen Alrighty, so here’s the formula OHDmg / (1 - Armor) = (StrBon*OHSPen/10)*OHWSpeed (MHWSpeed-OHWSpeed)*OHWdps OHWdps*OHWSpeed*OHWPen) ZOMG! I thought I was going to cry figuring that out. 4 seriously. At this point, you have to take on faith that through trial and error and a few beers, I figured out the following constant values, and that they’re correct OHWPen = 0.9 OHSPen = 0.5 By now, you know what comes next - An Example! Let’s lay out the relevant stats… Str 391 Tou 291 StrBon 100 (Remember, this is just Str - Tou) Armor 15% OHWdps 38.0 OHWspeed 2.2 MHWspeed 2.6 OHWPen 0.9 OHSPen 0.5 OHDmg / (1 - Armor) = (StrBon*OHSPen/10)*OHWSpeed (MHWSpeed-OHWSpeed)*OHWdps OHWdps*OHWSpeed*OHWPen OHDmg / (1 - 0.15) = (100*0.5/10)*2.2 (2.6-2.2)*38.0 38.0*2.2*0.9 OHDmg / (1 - 0.15) = (100*0.5/10)*2.2 (2.6-2.2)*38.0 38.0*2.2*0.9 OHDmg / (0.85) = 5*2.2 + 0.4*38.0 + 38.0*2.2*0.9 OHDmg / (0.85) = 11 + 15.2 + 75.2 OHDmg = 101.4 * 0.85 OHDmg = Your special attack hits Vicious Spider for 86 damage. (15 mitigated) hey. HEY. HEY!!!!! Wake up! You still with me??? Ok, good, we’re almost done. I want to explain what’s happening with the formula above so you can have a sense of how well thought out Mythic’s offhand damage mechanic is. First, as we discovered before, note that your special attacks aren’t diminished by using a fast weapon since special attacks don’t factor weapon speed into the damage calculations. Since off-hand weapon swings are procs of main-hand attacks, Mythic wanted to make sure that people didn’t abuse this mechanic by having a really fast main-hand to proc a hard hitting slow off-hand. Thus, they prorate the damage of your off-hand attacks by the difference between it and your main-hand weapon speed. The part of the calculation where you see this is in the term (MHWSpeed-OHWSpeed)*OHWdps. The first term in the formula is also interesting in that you see Mythic halving the Strength bonus compared to a main-hand attack. Both that, and the last term of the formula (in which you see that Mythic has reduced the standard (weapon dps * weapon speed) by 10%) seem to be their attempt to tune the offhand damage to whatever internal goals they have. That’s my guess, at least, because it’s pretty damn complicated if that isn’t why they made this monstrosity of an off-hand-auto-attack-damage-calculation! Conclusion Melee DPS calculations in WAR are not nearly as simple as one might expect at first glance. While even these very primal calculations are relatively complex, there are even more complex formulas that will need to be developed to explain things such as off-hand crit damage. And finally, I must reiterate These formulas are my attempt at matching up mathematical formulas with observed results in WAR. I cannot guarantee that any of these are correct. However, they match up with my in game experiences so far. I guess this is then end of my first blog post EVAR! If you have any comments or questions, feel free to post them in the response section (assuming it works, we’ll see if i get this blog thing figured out or not) ;-) Disquette (Shaman, Disciple of Khaine, and ElitistJerks.com forum member)
https://w.atwiki.jp/handover/pages/12.html
Hiro has been in charge of account settlement system for many years, but he recognizes that his change is about to be near soon Specifications and program design documents to be handed over exist, but old information, unnecessary information, etc. remain. If Hiro just takes over as it is, he can not succeed the necessary knowledge efficiently to the successor. Hiro has not received the appointment yet, but has the consciousness as above. It is possible for Hiro to make modifications for handover documents between work. Since old information and unnecessary information might be necessary, it can be kept without deleting it. Think handover as a project and consider it as a life cycle of selection of necessary knowledge (request definition), concept of the document (design), creation of handover document (implementation), information update of the created document (maintenance) Hiro thought what kind of information and documentation in the financial system should be handed over to the upcoming personnel change. He created documents and made modifications as soon as corrections occurred to the created documents. As a result, Hiro had sufficient responsibility for handover and was able to do it systematically. Since Hiro constantly maintenance the handover documents, he was able to deal with sudden personnel changes. Update history or Quick correspondence for the review are used to support responsible projects. Sometimes a third party urges the responsible project to be executed by using Timing of appointment. With this pattern, the predecessor always prepares to hand over the document. It helps in executing patterns that require time such as Incremental takeover or Mentor for successor .
https://w.atwiki.jp/storyteller/pages/1348.html
EVERBLUE2 part47-114~116 114 :エバーブルー2(1):2009/09/07(月) 01 09 41 ID zVxkJSmw0 フォーエバーブルー2発売記念にエバーブルー2を再プレイしたので 投下します。 「2002年8月--- ダイダロス島の冒険から1年が経とうとしていた」 前作で故郷ダイダロス島を救って一流ダイバーとなった主人公レオは 今は亡き父が語っていたという石碑を求めカリブ海へ向かう。 が、嵐で遭難し、相棒のズッコを救出したはいいが 船もダイビングの装備もぼろぼろになって カリブのリゾート地、バレンティア島にたどり着いた。 沈没こそ免れたものの船を動かせず石碑の捜索どころではない二人の前に 地元の素人ダイバーのサークル、アミーゴスの一員である 活発そうな少女が現れる。 彼女は船や装備、じじい連れのレオを見て初心者と決め付け、 もう事故を起こさないようにダイビングを教えてやると言う。 どうやら相当なお節介焼きであるようだ。 少女エリスの勢いに押され実はベテランですと言い出せなかったのかどうか また地元に馴染めとのズッコの助言もあり、 レオはおとなしくエリスに付き合うことに… その後有名ダイバーであるレオを知るダイビング雑誌の記者との 出会いなどあるも人違いと思われ、あくまで初心者として アミーゴスに加入することになったレオは、浅瀬に沈んだフェリーから トロフィーを取ってくるという入団試験を軽くクリアして アミーゴスの一員に迎えられる。 115 :エバーブルー2(2):2009/09/07(月) 01 11 18 ID zVxkJSmw0 仲間になったことでエリス(の父親)の船を自由に使えるようになり、 地元のおばさん、魚マニア、薬マニアから果ては犬猫まで 様々な相手の依頼を受け海底や沈没した飛行機や豪華客船から サルベージしてきたアイテムを渡すなどして 船の修理代を稼いでいくことになった。 困っているリーダーのジョアンを助けたり、正体がばれたりしながら 仲間と楽しい日々を送るレオ。 そんな中で、彼らは最近島で幅を利かせだした悪徳サルベージ会社の シードラスと対立する。 漁場を荒らしたり世間知らずのお嬢様から大金をせしめようとするなどの 阿漕な商売をする彼らに対し獲物を先に横取りすることで対抗するレオたち。 するとシードラスはアミーゴスの仲間の貧しい少年トニーニョを 借金をたてに買収し、沈んだ豪華客船からサルベージした重要書類を 奪い取ってしまった。 現実の厳しさに落ち込むジョアンやもう一人のメンバーであるへリオも アミーゴスを去り、残ったのはレオとエリスのみとなる。 それと同時に、シードラスでレオのライバルとして活躍していた 腕利きのダイバー青年エレーナが突然解雇されてしまう。 どうやらあくどい重役にいいようにされているシードラス社長に同情する 彼が邪魔になったらしい。 フリーのダイバーとして働くようになったエレーナだが、病弱な妹が 倒れてしまい依頼をキャンセルせざるを得なくなったため、レオが 代わりに依頼を果たしたところ 感謝され件の書類の内容を教えてくれた。 書類にはかつて近海に沈んだ海賊船の場所についての情報が 記されているらしい。その所在に心当たりのあるエリスは海賊の子孫という 気難しい老人のもとへ赴く。海賊の遺した秘宝を悪用されたくない 老人の課題をクリアして信頼と情報を得たレオは 深海で海賊船を発見。船に閉じ込められそうになりながら 秘宝への「鍵」を手にするが、それはシードラスが置いていった 偽物であった。 更にエリスの船に細工されて火事が起こり、船が壊されてしまう。 116 :エバーブルー2(3):2009/09/07(月) 01 15 46 ID zVxkJSmw0 もはや打つ手はないのかと気落ちする二人の前に元アミーゴスの3人が 戻ってきた。彼らの助力でレオの船の修理は完了し、 かつてこの地で秘宝を発見したレオの父がその手掛かりとしたという 石碑を求め、一行は再び海に乗り出す。 石碑を発見し、刻印を解読してやっとのことで秘宝のある海底神殿に たどり着いたレオたちだが、秘宝は既にシードラスの潜水艦で 運び出されていた。 ところが、その潜水艦が沈没してしまった。 どうやら秘宝の不思議な力で海が荒れたためらしい。 乗員は全員無事であったが秘宝はまだ潜水艦の中にあり 海は荒れ続けている。 このままでは漁にも出られず、島民には死活問題だ。 状況を打開するため一行はシードラスのダイバーから 潜水艦の沈んだ位置を聞きだし、危険を犯して秘宝を回収する。 秘宝とは、美しくも禍々しい光を放ち海を時化にする力を持つ 巨大な宝玉「エレボス」であった。 愛する海を守るため命を顧みず行動するレオに シードラスの面々も負けを認めるが 彼にはまだ成さねばならぬことがあった。 エレボスを海底神殿に戻し再び封印することだ。 地響きの中ひとりエレボスを携え神殿深く潜るレオの背後で通路が塞がるが なおも進み続けるレオ。戻れと請う仲間たちの声を後ろに とうとう神殿の最深部にたどり着く。 封印の台座にエレボスを捧げると今までが嘘のように 海は静まり返り、平和で美しい世界が戻ったのであった… …and
https://w.atwiki.jp/akbdata/pages/1070.html
読み キノシタ メロン Wikipedia https //ja.wikipedia.org/wiki/木下めろん 公式サイト https //www.kinoshitamelon.com 所属事務所 http //supalove.com/introduction/narumoto-tomomi/ラストアイドル『青春トレイン』http //grane-inc.com 提携事務所(旧?) https //hoverboard.co.jp 旧所属バンド https //ja.wikipedia.org/wiki/フーバーオーバー 提供リスト 2018年1月31日 暗闇(STU48 1st single) 作曲 編曲 誰かがいつか 好きだと言ってくれる日まで 2018年5月2日 早送りカレンダー(HKT48 11th single) 作曲 編曲 僕の想いがいつか虹になるまで 2018年8月1日 好きで好きでしょうがない(ラストアイドル 3rd single) 作曲 編曲 ほっといて 2018年8月8日 ジコチューで行こう!(乃木坂46 21st single) 作曲 編曲 あんなに好きだったのに… 2018年9月19日 センチメンタルトレイン(AKB48 53rd single) 作曲 編曲 波が伝えるもの 作曲 編曲 百合を咲かせるか? 2018年12月5日 愛しか武器がない(ラストアイドル 5th single) 作曲 編曲 鼓動の理由 2018年12月12日 Stand by you(SKE48 24th single) 共作曲 凍える前に 2019年2月20日 床の間正座娘(NMB48 20th single) 作曲 編曲 嘘をつく理由 2019年9月11日 青春トレイン(ラストアイドル 7th single) 作曲(10) 編曲 現実 2020年4月15日 愛を知る(ラストアイドル 8th single) 作曲 期待値0 2020年9月2日 思い出せる恋をしよう(STU48 5th single) 作曲 思い出せる恋をしよう
https://w.atwiki.jp/vocaloidenglishlyric/pages/148.html
【Tags Chisato Len Rin Signal-P T tT】 Original Music Title Time Space (Time Space) Lyrics written by Chisato Music Lyrics written, Voice edited by シグナルP(Signal-P) / Hiroaki Arai Music arranged by シグナルP(Signal-P) Singers 鏡音リン (Kagamine Rin), 鏡音レン (Kagamine Len) Click here for the Japanese Lyrics English Lyrics (translated by animeyay): To the point of making me feel intimidated by the brightly blazing sun, my powerfully encouraging power has changed its shape. (Ah~) As though running away after getting hurt, (Ah~) I cast down my eyes and protected myself. I was searching for my intense heartbeats in the time passed. I ll recall the wonderful memories that I seem to have forgotten. You have always been with my weak self. The feeling of laughing with someone creates a melody. Still being led towards a special night, when I close my eyes, I ll be able to see a dream-like story. Chained down to the point of trembling by my almost breaking past, I replied to the sound from my bosom, which I wasn t going to show to anyone. (Ah~) Feel the light enveloping you. A grain of sand sends my voice together with the wind. Having regained my memories, I now remember the beginning of everything, but this will not automatically be the end of my distant past. I can feel a greater love at the tip of my fingers. The place I have reached is your heart in front of my eyes. My feelings, expressed through my mouth, would not stop flowing. After tonight, I will have a brand new style, yeah. You have always been with my weak self. The feeling of laughing with someone creates a melody. Since I will always be by your side, before I lose you, while our memories are here, let s slumber within this moment. Romaji lyrics (transliterated by animeyay): mabushiku teritsukeru taiyou ni obieru hodo tsuyoku furuitataseru chikaru wa katachi o kaeta Ah~ kizutsuite nigedasu you ni Ah~ me o fusete jibun o mamotta sugita jikan hageshii kodou sagashite ita wasurete ta subarashii memory omoidasou itsu datte anata ga ite yowakatta jibun to waraiatta kimochi oto ni mau melody michibikareru mama motto Special na yoru ni wa hitomi o tojireba So yume mitai na Story kowaresou na kako ni shibararete furueru hodo kesshite misenai mune no oto ni ima kotae o dashita Ah~ tsutsumikomu hikari kanjite A grain of sand kaze o koe to tomoni nagashitara fureta kioku hajimari no koto oboete iru tooi kako no owari o tsugeru koto mo sezu ni motto ookina aijou yubi no saki ni kanjite iru tadoritsuita basho wa me no mae ni aru your heart kuchi ni dashita kimochi ima afurete tomaranai kon ya ga sugireba So atarashii My style yeah itsu datte anata ga ite yowakatta jibun to waraiatta kimochi oto ni mau melody itsu datte soba ni iru kara ne anata o ushinau mae ni futari no omoide koko ni toki no naka ni nemurou [Chisato, SignalP, Signal-P, Sigunaru-P, SigunaruP, Dios, Hiroaki Arai]