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Toodledo 下位ページ API Content 使い方のまとめ記事 e-mail登録時の記法 ステータス 使い方のまとめ記事 Toodledoの使い方の記事まとめ - シゴタノ! e-mail登録時の記法 http //www.toodledo.com/info/help_email.php 記号 内容 書き方 デフォルト値 記入例 ! 優先度(Priority) !の数で優先度を表す 0 !! # 期限(Due-Date) #のあとに期限を記入 (なし) "#today","#Next thursday","#5/12/08". = Due Time To set the due time for a task, use the = symbol followed by the time. "=3 45pm" ^ Start Time To set the start time for a task, use the ^ symbol followed by the time. ^3 45pm 開始日(Start Date) のあとに開始日を書く " tomorrow". * スター(Star) To star a task use the * symbol by itself. "My Task *". * フォルダ(Folder) フォルダ名の前に*をつける (フォルダ無し) "*フォルダA" @ コンテクスト(Context) コンテスクトの前に@を付ける。@はToodledo上のシンボルで、"@home"というコンテクストなら、"@@home"と登録する。 (コンテクスト無し) @home + 目標(Goal) +のあとに目標を記入 For example "+Exercise More" $ Status To set the status use the $ symbol and then the status. For example "$Next Action" % Tag To set the tag use the % symbol followed by the tag or tags that you want to add. For example "%tag1, tag2" ~ Length To set the length that you think a task will take, use the ~ symbol followed by the length. 4hours Repeat To set how a task repeats, use the symbol followed by how you want it to repeat. For example " Every Week". Here is a list of phrases that work. Reminder To set a reminder, use the symbol followed by the lead-time. For example " 5 hours" - Location To set a location, use the - symbol followed by the location name. For example "-home" Note The body of the email will become the note of the task. You can prevent email signatures or other parts of the email from becoming part of the note by typing -end- where you want the note to end. File Attachments Any attachments in the email will be attached to the task on Toodledo ( Gold Subscribers only ) ステータス 使用できるステータスは、以下の8種類 None Active Next Action Planning Delegated Waiting Hold Someday Postponed Cancelled Reference これらをGTDの流れに当てはめると 収集 机の上に散らばったものを一箇所にまとめる - None(まだ未処理) 処理 集めたものを引き出しに分類していくそれは何か? それはやる必要があるか?NO → いつかやるのか、それともやらないのか?いつかやる Someday やらない資料 Reference ゴミ箱 Cancelled YES 次へ 次にとるべきアクションは1つか?NO → プロジェクト Planning YES 次へ そのアクションが1つの場合、二分以内にできるか?YES すぐにやる 分類する前に、やる NO 次へ 自分がやるのがベストか?NO 連絡待ち Delegated YES 次へ 特定の日付にやるべきか? それとも次にできた空き時間のときに片付けるべきか?特定の日付 カレンダー Active 空いた時間 次にとるべきアクション Next Action 整理 引き出しの中を見やすくする レビュー 今やるべき作業を机の上に持ってくる 実行 実行あるのみ!
https://w.atwiki.jp/vocaloidenglishlyric/pages/281.html
【Tags L Luka R Signal-P orange tL】 Original Music Title ラ・ピュセル -La Pucelle de la Flamme- La Pucelle -La Pucelle de la Flamme- (Ra Pyuseru) Lyrics written by orange Music written, Voice edited by Dios / シグナルP(Signal-P) Music arranged by Dios / シグナルP(Signal-P) Singer 巡音ルカ (Megurine Luka) Click here for the Japanese Lyrics English Lyrics (translated by blacksaingrain): A tower burnt down and death bells rang Da Capo of swords was endless Red roses bloomed, having stepped on white lilies, In the ragged garden in 1429 Powerless Prince Charles and his benighted leagues could do nothing at the end of the kingdom People mourned and the ones who surrounded the last fort and laughed were English, the foreign invaders History was always inevitable However, people wished for a miracle "Listen, girl, to the voice of the angel" "Why me? Why do I have to stand up?" The girl bit back the questions, having her hair cut off and shed tears "The voice just orders me to fight with my arms. The flame calls me" She was a cross-dressed chivalry and a jester of God Chivalries who had laughed at her before the battle loved the girl And presented their swords to her for seeing the flag led and encouraged them The jealous king Charles and his helpless leagues Threw away the girl as a toy after his taking the throne However, people who pitied her would pass on stories of the day of grace forever For the war to protect their homeland Chivalries gathered and looked up the flag "See, girl, that is Orléans" Burnt and torn by fire, she carried scars She cried but never ran away "If I can fight back by screaming myself hoarse and bearing the flag" "Oh, the flame, shine the darkness!" "Ah, God, would I be able to go back the village And sleep under the shade of a tree with your love someday?" The flower bled and fell even without bearing, having been trodden, The girl just bit her lips In a depth of the garden she ventured into, she was hurt by thrones, Having been covered and captured. "If I am a lily that are to be picked and to fade because of the fate, I want to be burnt into the memories of people at the very least! If the dream and the future I dreamed would come true with this Ah, the flame, just burn me" [Translation note] This song is based on a story of Jeanne d Arc/Joan of Arc (la Pucelle d Orléans/ The Maid of Orléans). Pucelle means "girl" in modern French, but it meant "maid" at that time. Lilies stands for people of Kingdom of France and roses stands for people of Kingdom of England. Prince(King) Chales is Charles VII of France. Romaji lyrics (transliterated by blacksaingrain): Moe ochiru Tour tomurai no kane Owaru kotonai tsurugi no Da Capo Shiroi yuri fumi akai bara saku Arehateta niwa Mille Quatre Cent Vinget Neuf Muryoku no Charles angu no kashin Kuni no owari ni nasu sube mo motazu Nageki no tami to saigo no toride Kakomi warau wa ikoku Anglais Rekishi wa itsumo hitsuzende Kiseki wo keredo hito wa motomeru Kike shoujo yo Vox Angellolum Naze watashi naze tate to Tou kotoba nomikomi shoujo wa kami to namida otosu Kono ude de tatakae to tada koe ga meizuru Watashi wo yobu honoo Dansou no kishi kami no doukeshi Tatakai hikae waratta Chevalerie Mae yuku ha tani hagemasu hata ni Shoujo wo aishi tsurugi wo sasageta Shitto no Charles daja kuno kashin Oui wo ereba omocha wa nagesute Awaremu tami wa saredo shoujo wo Onchou no hi wo towa ni kataritsugu Sokoku wo mamoru tatakai ni Chevalerie tsudoi hata wo miageta Miyo shoujo yo are ga AURELIANUM Hi ni utare hikisakare yakitsuita kizuato Nakigoe wa agete mo nigenai Koe karage hata kakage aragaeru no naraba Yami wo terase honoo Kamisama itsuka wa ano mura ni kaette Anatani aisare kokage nemure masu ka Chi wo nagashi chi ni fumare mi mo tsukezu chiru hana Shoujo wa tada kuchibiru wo kamu Fumi konda niwa no oku ibara ni kizutsuite Karame toraware Unmei ni tsumi torare shioreteku yuri nara Semete hito no kioku kazaritai Mita yume ga miraizu ga Aganaeru no naraba Watashi tsutsume honoo [orange, SignalP, Signal-P, Sigunaru-P, SigunaruP, Dios, Hiroaki Arai]
https://w.atwiki.jp/chex/pages/321.html
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.
https://w.atwiki.jp/mediasenterenglish/pages/19.html
Maintenance and the device of institutions In order to get a user to get acquisition of knowledge, and the opportunity of learning, I have to have a media center visit first. If the institution is superannuated or it is user-unfriendly, though how much good media are substantial, nobody tries to visit. Then, the following two substantial points were planned as a device for getting as many users as possible to visit. Maintenance and the device of the exterior and interior equipment About the exterior, probably, it will be desirable to use the open exterior so that a user may drop in easily freely. Therefore, we decided to avoid the exterior [ exclusive ] with a cold image like concrete nakedness. The big glass window with the image which removes the fence of the inside which can overlook an inner situation, and outside was prepared, and also wood was used in plenty, and it was open and aimed at the warm exterior. About interior, you have to provide a user with two, the place which deepens "knowledge", and the place which offers peacefulness of the "heart", simultaneously. There was a bookshelf like the conventional library, the space of the straw mat which can be studied while relaxing not to mention arranging the desk which works for carrying out reading and study easily it being large was provided, and also the substantial single room space which can be learned in an individual or a group was planned. Moreover, it enabled it to utilize by preparing many Booth for the visual and auditory senses as a place which DVD is appreciated and also can feel at ease slowly in a single room. Barrier-free-izing of institutions If these institutions are people of not only a school but an area, they are the institutions which anyone can utilize widely. Therefore, the institution which is easy to use for people etc. which had an old person and an obstacle from the small child was aimed at, without limiting a user. In the conventional library, it seems that it is very hard to use for people with an old person or an obstacle. Then, in order to remove their handicap, I thought that barrier-free-izing the whole institution was also the first step which passes through an open institution. Specifically in consideration of the wheelchaired user and small children s thing, it tried not to make a bookshelf high. A push on the button installed the equipment which the bookshelf of the upper stage goes up and down automatically in the bookshelf which has become high inevitably. Moreover, the production of a simple and intelligible institution was aimed at so that it might be easy to use elderly people and handicapped persons. In addition to this, it is an institution which offers the environment which everyone tends to use supposing various things.
https://w.atwiki.jp/vocaloidchly/pages/1505.html
作詞:ハチ 作曲:ハチ 編曲:ハチ 歌:初音ミク clock lock works 啪啪啦拚命工作從不休息 囉 哆 囉 哆 啦啦啦 周而復始的每天 回過神來發現自己像隻迷路的貓 我要在哪被誰交換了 嘛 喏 嘛 喏 啦啦啦 誰都沒有察覺到 只是專心追著數字跑 在內心深處 存在上鎖的門 「真像笨蛋」 我如此告訴自己 無視敲門的聲音 說出「這是不會改變的」 就此放棄 被徘徊的時鐘指針催促前行 如果這是夢 就會感到開心 以認真的表情說出「向星星許下願望」 滴答滴答像笨蛋般拚命工作的士兵 咔答 咔答 啦啦啦 取捨選擇 預備-起 回過神來發現自己變得漆黑 就像垃圾 早晨與夜晚即將交替 喏 嘛 喏 嘛 啦啦啦 誰都不在乎 只是貪心地追逐數字 從門的彼端 微微傳來聲音 「這是無可奈何的」 曲膝而坐 縮在房間的角落低聲罵道 去哪裡都好 帶我離開吧 王子什麼的也不可能會來 「晚安 早安」 門的彼端有人如此說 「沒關係,即使沒有打開鎖」 「這裡還是傳得到你那邊吧?」 我才不想聽這種話 不想去聽 討厭 不想去聽 吶吶 拜託你不要去任何地方 待在我身邊 讓我聽你說話嘛 「真是無聊」 說出這種謊言 即使如此還是希望有人能察覺 好冷 不想去碰 不管經過多久還是無法打開門鎖 在棺材中 拚命工作 但「儘管如此還是將就點吧」這種話我並不想說 指針不斷轉動 持續到永遠 我因那溫柔的敲門聲而哭了
https://w.atwiki.jp/wow_ui/pages/19.html
This is how our AddOn looks, right now. Over the course of this page, you will add the clock text to it and make it draggable to any location on the screen. Currently, it sits quietly at the center of your screen. 4. Layerと時間用のFontString(文字)追加 In order to display numbers on your pretty new Frame, we need to put a FontString on it. We put elements like FontStrings and Textures on different Layers to control what is before what, obviously. Since there will be nothing but our FontString on this clock as of now, we will just use the layer level BACKGROUND (other possible levels include OVERLAY, BORDER and ARTWORK). This is how the whole Layers Tag looks for us Layers Layer level="BACKGROUND" FontString name="ClockText" inherits="GameFontNormal" Size AbsDimension x="128" y="12"/ /Size Anchors Anchor point="TOP" Offset AbsDimension x="0" y="-10"/ /Offset /Anchor /Anchors /FontString /Layer /Layers As you can see, we have Layers followed by one Layer , which contains the FontString Tag. I will not explain basic XML here, so let me just explain what the attributes and tags within the FontString tag mean. name Oh come on, I m not gonna explain this again ;) inherits This FontString inherits all attributes and settings of the "GameFontNormal" FontString that you can find in the Fonts.xml file within the FrameXML folder of the original Blizzard UI. It only defines the font, size and color of the text. In our case this is the typical yellow/orange/whatever (Sorry, I m red/green blind ;p). As for the tags inside, what the Size and Anchors do should be known by now, but what s Offset ? The Offset (and accompanying AbsDimension inside) defines how far away from the Anchor point the element should be. Not putting this in, would position the Text right at the top of our Frame - since we want it inside the frame, we move it 10 units down. We could also Anchor it at the BOTTOM of the Frame, moving it slightly upwards, or LEFT.. this is up to your preference. Let s give this nice FontString a function, by letting it display the time! 5. 時間の追加と更新 - LUAへ引き継ぐ While we could just write random code into the .lua file, which would be executed on load, this is not what we want. We want to execute LUA Script on certain events, namely On Load, On Update and for the purpose of dragging On Drag Start, On Drag Stop and On Mouse Up, which is also an indicator that the user has stopped dragging the window. We can define code, a function to call from any .lua file we have included via the Script Tag or even a function from other AddOns that we defined in the "## Dependencies " line in the .toc file (more on that in a different HOWTO) to be executed on a range of events within the XML, and within any Frame. In the case of our clock here, we will define one single function to be executed on these events OnLoad, OnUpdate, OnDragStart, OnDragStop and OnMouseUp. We do this via the Scripts Tag that goes between the Frame Tag just like the Anchors, Backdrop and Size. Our example, looks like this Scripts OnLoad Clock_OnLoad(); /OnLoad OnUpdate Clock_OnUpdate(arg1); /OnUpdate OnDragStart Clock_OnDragStart(); /OnDragStart OnDragStop Clock_OnDragStop(); /OnDragStop OnMouseUp Clock_OnDragStop(); /OnMouseUp /Scripts I think this is pretty self-explanatory, every Tag inside the Scripts Tag represents the respective event, text inside it has to be LUA - which is going to be executed upon the event happening. This means, whenever a user Clicks with his mouse on your Frame and then releases his Mousekey, the OnMouseUp event will happen and the function "Clock_OnDragStop();" will be executed. Some of these events also have arguments that are available to the LUA code within, as you can see on the OnUpdate. Arguments available range from arg1 to argXX, arg1 on the OnUpdate event will be the time since the last update has happened. Let s go on though, and define the functions that we have bound to be executed here. 6. The Real Deal LUA関数を書く If you are new to LUA, or to programming entirely, I recommend that you first read through some simple LUA HowTos that are easily found around the Net. Lua-users.org has a whole Directory of Tutorials on their Wiki that should be read from top to bottom, increasing complexity as you progress. If you want to dive in right now, I will give short tips on what we do here, but I won t explain all of what LUA can do. First in line is the OnLoad event, which will call the Clock_OnLoad() function. This is how the function looks function Clock_OnLoad() this RegisterForDrag("LeftButton"); ClockFrame.TimeSinceLastUpdate = 0; end Pretty short, pretty easy. The only thing it does, is registering our frame for dragging - via the left mouse button, and initializes the variable TimeSinceLastUpdate to zero. Notice how we use "this" on RegisterForDrag and "ClockFrame" for the TimeSinceLastUpdate variable. This is the exact same thing, "this" translates to "ClockFrame" in our example, it represents the Frame it is called in. You could also use "ClockFrame RegisterForDrag" here. Using "this" is recommended, because you won t have to change the code when you change the "name" attribute of your Frame. The TimeSinceLastUpdate variable is stored within your Clock Frame. Also, as you can see, the general syntax for defining functions in LUA is "function [Function Name]( List of Arguments seperated by comma, or "..." for any number of arguments ) [Function Code] end". Let s go on with the slightly more complex OnUpdate event, calling the Clock_OnUpdate() function with "arg1" as argument. arg1 is a variable, variables in LUA are not prepended by a "$" like in PHP or in the WoW XML, they are just plain alphanumeric strings. This is how our Clock_OnUpdate() looks function Clock_OnUpdate(arg1) ClockFrame.TimeSinceLastUpdate = ClockFrame.TimeSinceLastUpdate + arg1; if( ClockFrame.TimeSinceLastUpdate CLOCK_UPDATE_RATE ) then local hour, minute = GetGameTime(); local TimeString = format(TEXT(TIME_TWENTYFOURHOURS), hour, minute); ClockText SetText(TimeString); ClockFrame.TimeSinceLastUpdate = 0; end end The only thing this does, even though it might look more complicated than that, is that it increases the TimeSinceLastUpdate variable with the time since the last update has happened and if this number reaches an amount higher than what we have defined in the global CLOCK_UPDATE_RATE variable - it takes the current time, and writes it onto the clock! It also zeroes the TimeSinceLastUpdate to start over the cycle. Speaking of which, we have to define the CLOCK_UPDATE_RATE variable to be globally available in our script, we do this at the very top of the LUA file, adding this CLOCK_UPDATE_RATE = 0.1; Now for the last thing to do making the Frame draggable. In order to initiate or stop the dragging, we only need to call one function for each event. Here is how our two functions look that we have defined for the OnDragStart, OnDragStop and OnMouseUp events function Clock_OnDragStart() ClockFrame StartMoving() end function Clock_OnDragStop() ClockFrame StopMovingOrSizing() end I don t think these need any explanation, they simply call "StartMoving()" on the ClockFrame when the user has pressed his left mouse button on the Frame and started moving his mouse and "StopMovingOrSizing()" when the user lifts his mouse button. These two functions simply hook the Frame to the mouse cursor and it magically begins to move! 7.完成! Save your files, and look at it! You re done now, and should have gathered enough new information in order to start producing some hopefully nice addons for the community ) This is how your final Window should look, it should be draggable and should display the time in it Since you haven t been here to learn how to make a clock, you should of course play around with it at will. Don t be afraid do break anything - you can t. The only thing that might happen is that World of Warcraft spews an error at you. If you use wrong textures, it might happen that WoW crashes away, but that s not bad either. AddOns will never delete your characters or make your computer explode. A few things you could play with Textures Extract the Blizzard UI, like described in my Interface Modification Beginners Guide. Then use BLP2TGA or the BLP2Viewer to go through the textures available and see if you find cool borders or backgrounds for any Frames you might create in the future. If you want to convert all textures to TGA, you could use a batch script together with BLP2TGA, throw it in one directory with all of the .blp files and keep pressing enter a thousand times (that is how I did it, hehe). For your convenience, here s a zip with a batch script and BLP2TGA that does it BLP2TGA and Batch. Simply run it like "convert.bat *" in the directory you have all the .blps in, and keep pressing your enter key. BLP2TGA might crash on some of the images, so you ll also have to deal with that from time to time. Resizing Since we ve used a Backdrop, you could make the Frame resizable too. Try to find out how ) AM/PM Time If you look at Telo s Code, he has used a function to convert the 24h time that GetGameTime() gives you to AM/PM times - try to adapt/rewrite his function for some basic LUA training. It s rather simple, even without looking at his code, so try to do it on your own! Other examples of how to do this can be found in the GameTime.lua that also resides within the FrameXML directory of the Standard Interface. That is it for now, watch out for a few other HowTos I m going to write in the coming days! If you have any questions, feel free to register and comment or mail me at fyrn_AT_mmhell.com. Download the Source of this Howto here hellClock.zip. 前のページ
https://w.atwiki.jp/tlock/
Target Lock Spece inc. へようこそ 始められたばかり、もしくは、これから始めようとする方へ まずは、EVEの世界観を感じるために、CCP Games(EVE onlineの提供会社)が作成した Movieを見て、EVE雰囲気を感じていただければ幸いです。どれもかっこいいですよ!! (再生してからyoutubeメニューのCCボタンクリック→Japaneseを選択すれば日本語字幕表示可能) EVE 世界感・導入編 Origins -EVE Universe Pilot Orientation -CDIA Files(The CONCORD Directive Intelligence Agency) Agent Missions -CDIA Files(The CONCORD Directive Intelligence Agency) アップデート予告 Rubicon -Release date November 19, 2013 Odyssey -Release date June 4, 2013 Retributuion -Release date December 4, 2012 Inferno -Release date May 22, 2012 Crucible -Release date November 29, 2011 その他 Battle for Caldari Prime Trailer EVE Fanfest Cinematic Trailer 2012 I was there Causality The Butterfly Effect English BGM version This is war This is EVE This is EVE II This is EVE III
https://w.atwiki.jp/darwinia_jp/pages/66.html
間違いや疑問点がありましたらBBSをご利用ください。 行 項目 原文 本編の対応項目 半角文 6 help_camera_movement Move the camera around using the [KEYFORWARDS], [KEYLEFT], [KEYBACKWARDS] and [KEYRIGHT] keys. You can control the camera s height by scrolling the mouse wheel, or by using the [KEYUP] and [KEYDOWN] keys. 7 help_camera_height If you have a middle mouse button, you can scroll it to change the height of the camera. Or you can use the [KEYUP] and [KEYDOWN] keys to go up and down. 8 help_camera_zoom If you have a middle mouse button, click it to zoom the camera. Or you can press the [KEYZOOM] key. 9 help_camera_movefast You can make the camera move faster by holding down the SHIFT key while you are moving. 10 help_taskmanager_1 To create things in Darwinia you draw gestures in the Task Manager. Hold down [ALT] to access the Task Manager. 11 help_taskmanager_2 To see a list of available gestures, hold [ALT] to access the Task Manager and scroll left by moving the mouse to the left of the screen, or by pressing [KEYLEFT]. 12 help_taskmanager_3 You can only run up to THREE tasks at once. You can shut down existing tasks by holding down [ALT], tabbing along to the task, and pressing CTRL-C. 13 help_taskmanager_4 To reselect an existing task, hold down [ALT] to access the Task Manager and tab along to the icon representing the task. 14 help_showchatlog To read a log of everything I ve said, hold down the [KEYCHATLOG] key. 15 help_taskmanager_1_icons To create things in Darwinia you need to bring up the Task Manager. Hold down [KEYICONSTASKMANAGERDISPLAY] to access the Task Manager. 16 help_taskmanager_2_icons You can see a list of available programs while holding [KEYICONSTASKMANAGERDISPLAY]. Click any of them to create a new program. 17 help_taskmanager_3_icons You can only run up to THREE tasks at once. You can shut down the current task by pressing [KEYICONSTASKMANAGERENDTASK], or you can click on its delete icon in the Task Manager. 18 help_taskmanager_4_icons To reselect an existing task, hold down [KEYICONSTASKMANAGERDISPLAY] and click on its icon. Or you can press the number keys to select tasks. 19 help_showchatlog_icons To read a log of everything I ve said, hold down the [KEYICONSCHATLOG] key. 20 21 help_deselect To deselect the current object press [KEYDESELECT] 22 help_squad_summon_1 To create a Squad, hold [ALT] to access the Task Manager, then draw this gesture. 23 help_squad_summon_1_icons To create a Squad, hold [KEYICONSTASKMANAGERDISPLAY] to access the Task Manager, then click the Squad icon. 24 help_squad_summon_2 [LEFTCLICK] in one of the starting areas, now highlighted, to create your squad within the world. 25 help_squad_use [LEFTCLICK] to move your squad. Right Click to fire their lasers. Press [KEYDESELECT] to deselect them. 26 help_squad_use_1mb Click to move your squad. Click and hold to fire their lasers. Press [KEYDESELECT] to deselect them. 27 help_squad_grenade You can throw a grenade by tapping the [LEFTMOUSEBUTTON] whilst you are firing lasers with the Right mouse button. 28 help_squad_grenade_1mb You can throw a grenade by shift clicking. 29 help_squad_setgrenade To change to the Grenade weapon, draw the Grenade gesture. 30 help_squad_setrocket To change to the Rocket weapon, draw the Rocket gesture. 31 help_squad_setairstrike To change to the Airstrike weapon, draw the Airstrike gesture. 32 help_squad_setgrenade_icons To change to the Grenade weapon, hold down [KEYICONSTASKMANAGERDISPLAY] and click on the Grenade icon next to your Squad. 33 help_squad_setrocket_icons To change to the Rocket weapon, hold down [KEYICONSTASKMANAGERDISPLAY] and click on the Rocket icon next to your Squad. 34 help_squad_setairstrike_icons To change to the Airstrike weapon, hold down [KEYICONSTASKMANAGERDISPLAY] and click on the Airstrike icon next to your Squad. 35 36 help_building_reprogram This building must be reprogrammed before it can be used. To do this you must create an Engineer and move him within range of the nearby Control Tower. 37 help_engineer_summon Engineers are used to collect dead spirits, and to reprogram buildings. Hold [ALT] and draw this gesture to summon an Engineer. 38 help_engineer_summon_icons Engineers are used to collect dead spirits, and to reprogram buildings. Hold [KEYICONSTASKMANAGERDISPLAY] and click the Engineer icon to summon an Engineer. 39 help_engineer_summon_2 [LEFTCLICK] in one of the starting areas, now highlighted, to create your Engineer. Or press CTRL-C if you wish to terminate the Engineer program. 40 help_engineer_summon_2_icons [LEFTCLICK] in one of the starting areas, now highlighted, to create your Engineer. Or press [KEYICONSTASKMANAGERENDTASK] if you wish to terminate the Engineer program. 41 help_engineer_use Engineers will automatically do anything nearby that needs doing, such as collecting dead spirits or reprogramming buildings. Just [LEFTCLICK] to move them near a task. 42 43 help_officer_create You can use ordinary Darwinians to order other Darwinians around, by promoting them to officers. Draw this gesture for Officer and [LEFTCLICK] on a Darwinian. 44 help_officer_create_icons You can use ordinary Darwinians to order other Darwinians around, by promoting them to officers. Bring up the Task Manager and click the Officer icon, then click on a Darwinian. 45 help_officer_create_2 Click on a Darwinian to promote him to an Officer. Or press CTRL-C to terminate the Officer program. 46 help_officer_create_2_icons Click on a Darwinian to promote him to an Officer. Or press C to terminate the Officer program. 47 help_officer_use You can move an officer by [LEFTCLICKING]. Right click on the landscape to set GOTO Orders for other Darwinians to follow. Right click near the Officer to cancel his orders. 48 help_officer_use_1mb You can move an officer by clicking. Click and hold on the landscape to set GOTO Orders for other Darwinians to follow. Click and hold near the Officer to cancel his orders. 49 help_officer_toggle To toggle through all available orders, Right Click near the officer. 50 help_officer_toggle_1mb To toggle through all available orders, Click and hold near the officer. 51 52 help_showobjectives To see a list of objectives, hold [ALT] to access the Task Manager, then scroll right by moving the mouse to the right of the screen, or by pressing [KEYRIGHT]. 53 help_showobjectives_icons To see a list of objectives, hold [KEYICONSTASKMANAGERDISPLAY] to access the Task Manager, then scroll down by moving the mouse to the bottom of the screen, or by pressing [KEYBACKWARDS]. 54 help_armour_summon [LEFTCLICK] in one of the starting areas, now Highlighted, to create your Armour. Armour can only be created near Trunk Ports that you control. 55 help_armour_use [LEFTCLICK] to move your Armour. [RIGHTCLICK] near the armour to toggle loading and unloading of Darwinians. [RIGHTCLICK] on the landscape to deploy your Armour as a Battle Cannon. 56 help_armour_use_1mb [LEFTCLICK] to move your Armour. Click and hold the mouse button near the armour to toggle loading and unloading of Darwinians. Click and hold the mouse button on the landscape to deploy your Armour as a Battle Cannon. 57 58 help_radardish_1 This Radar Dish can be used to beam people to other Radar Dishes. Click on it to control it. 59 help_radardish_2 To aim the Radar Dish simply point and [LEFTCLICK] on the Radar Dish you wish to travel to. The receiving Radar Dish must be facing you. Press [KEYDESELECT] to deselect the Radar Dish. 60 help_incubator This building is an Incubator. You can use Engineers to carry spirits here, which will then be rebirthed into more Darwinians. 61 help_trunkport This is a Trunk Port. It acts as a stargate, connecting different locations within Darwinia together. 62 help_refinery This is the main Refinery. It powers the entire mining rig on these islands. To bring it online you will need to safely escort some Darwinians up here. 63 help_mine This building is a Mine. It will extract raw polygons from the hillside and dump them into the carts passing through. It needs several Darwinians to operate. 64 help_anthill Euurgh, disgusting! This area is infested with Ants! This appears to be one of their nests. A few well placed grenades should do the trick. 65 help_controltower This is a Control Tower. Send one of your engineers to reprogram it, and you ll be able to make use of the building it s connected to. 66 help_researchitem You ve found some of my research! Excellent. Create some Engineers nearby and they will download the research into my system. Hopefully it will be something useful. 67 help_gunturret_1 This Battle Cannon needs Darwinians operating it before it can be used. They will automatically shoot at any nearby enemies. Alternatively you can click on it to control it yourself. 68 help_gunturret_2 This Battle Cannon will track your cursor. Right Click to fire. Press [KEYDESELECT] to deselect. 69 help_gunturret_2_1mb This Battle Cannon will track your cursor. Click and hold to fire. Press [KEYDESELECT] to deselect.
https://w.atwiki.jp/translation/pages/35.html
Artist Nas Album I Am Title Nas Is Like ("Nas is . . ." -Nas) 7x [Nas] Freedom or jail, clips inserted, a baby s bein born Same time my man is murderedm the beginning and end As far as rap go, it s only natural, I explain My plateau, and also, what defines my name First it was Nasty, but times have changed Ask me now, I m the artist, but hardcore, my science for pain I spent time in the game, kept my mind on fame Saw fiends shoot up, and do lines of cocaine Saw my close friends shot, flatline am I sane? That depends, carry Mac-10 s to practice my aim On rooftops, tape cd covers to trees Line the barrel up with your weak picture then squeeze Street scriptures for lost souls, in the crossroads To the corner thugs hustlin for cars that cost dough To the big dogs livin large, takin it light Pushin big toys, gettin nice, enjoyin your life is what you make it, suicide, few try to take it Belt tied around they neck in jail cells naked Heaven and hell, rap legend, presence is felt And of course N - A - S are the letters that spell . . . NAS, NAS Chorus scratching by DJ Premier (2X) "Nas is like life or death.. my rep.." "My poetry s deep, I never fell.." "Nas is like.. half man half amazing.." "No doubt.." [Nas] "Nas is like.." Earth Wind Fire, rims and tires Bulletproof glass, inside is the realest driver Planets in orbit, line em up with the stars Tarot cards, you can see the pharaoh Nas "Nas is like.." Iron Mike, messiah type Before the Christ, after the death The last one left, let my cash invest in stock Came a along way from blastin, techs on blocks Went from Seiko to Rolex, ownin acres From the projects with no chips, to large cake dough Dimes, givin fellatio, siete zeros Bet my nine spit for the pesos But what s it all worth, can t take it when you under this Earth Rich men died and tried, but none of it worked They just rob your grave, I d rather be alive and paid Before my number s called, history s made Some ll fall, but I rise, thug or die Makin choices, that determine my future under the sky To rob steal or kill, I m wondering why It s a dirty game, is any man worthy of fame? Much to success to ya, even if you wish me the opposite Sooner or later we ll all see who the prophet is Chorus [Nas] "Nas is like.." Sex to a nympho, but nothin sweet I m like beef, bustin heat through your windows I m like a street sweeper, greenleaf reaper Like Greeks in Egypt, learnin somethin deep from they teachers I m like crime, like your nine, your man you would die for Always got you, I m like Pop Duke you would cry for I m like a whole lot of loot, I m like crisp money Corporate accounts from a rich company I m like ecstasy for ladies, I m like all races combined in one man; like the 99 summer jam Bulletproof Hummer man I m like being locked down around new faces, and none of em fam I m the feelin of a millionaire spendin a hundred grand I m a poor man s dream, a thug poet Live it, and I write down and I watch it blow up Y all know what I m like, y all play it your system every night Now.. Chorus
https://w.atwiki.jp/ddrreplay/pages/40.html
POWER PUSH X2 NORMAL DIFFICULT BPM TITLE ARTIST DIFFICULTY SP DP DIFFICULTY SP DP 1 Everytime We Touch Cascada BASIC 5 4 DIFFICULT 7 7 142 2 Time After Time Novaspace BASIC 4 4 DIFFICULT 8 8 137 3 DAFT PUNK IS PLAYING AT MY HOUSE LCD Soundsystem BASIC 5 5 DIFFICULT 7 7 136 4 TENSHI GOURYELLA DIFFICULT 8 7 EXPERT 11 12 138 5 ETERNITY ALEKY DIFFICULT 7 7 EXPERT 10 11 148 6 SUPER EUROBEAT GOLD MIX DAVE RODGERS feat. FUTURA DIFFICULT 7 8 EXPERT 11 12 154 コース「POWER PUSH X2」スコア&ムービーボード 1ページ目 コース「POWER PUSH X2」スコア&ムービーボード 2ページ目 From IIDX NORMAL DIFFICULT BPM TITLE ARTIST DIFFICULTY SP DP DIFFICULTY SP DP 1 smooooch・∀・ kors k BASIC 4 5 DIFFICULT 7 7 177 2 Dazzlin Darlin HHH BASIC 6 6 DIFFICULT 9 10 149 3 Second Heaven Ryu☆ BASIC 5 5 DIFFICULT 9 9 149 4 不沈艦CANDY Risk Junk BASIC 6 5 DIFFICULT 9 8 94-188 5 FIRE FIRE StripE BASIC 5 5 DIFFICULT 8 8 150 6 She is my wife SUPER STAR 満-MITSURU- DIFFICULT 7 7 EXPERT 11 11 85-170 コース「From IIDX」スコア&ムービーボード 1ページ目 コース「From IIDX」スコア&ムービーボード 2ページ目 REVIVAL NORMAL DIFFICULT BPM TITLE ARTIST DIFFICULTY SP DP DIFFICULTY SP DP 1 Butterfly (2008 X-edit) SMILE.dk BASIC 5 5 DIFFICULT 8 7 135 2 IF YOU WERE HERE JENNIFER BASIC 6 9 DIFFICULT 7 10 145 3 HERO PAPAYA BASIC 6 6 DIFFICULT 8 7 138 4 DUB-I-DUB (2008 X-edit) ME MY BASIC 7 7 DIFFICULT 9 11 136 5 DAM DARIRAM JOGA BASIC 5 4 DIFFICULT 8 7 142 6 CAPTAIN JACK(GRANDALE REMIX) CAPTAIN JACK BASIC 6 7 DIFFICULT 10 11 170 コース「REVIVAL」スコア&ムービーボード 1ページ目 コース「REVIVAL」スコア&ムービーボード 2ページ目 8/25に出現したコース DDR ARCHIVES NORMAL DIFFICULT BPM TITLE ARTIST DIFFICULTY SP DP DIFFICULTY SP DP 1 What Will Come of Me Black Rose Garden DIFFICULT 6 7 EXPERT 13 13 140 2 in love wit you Kotaro feat. Aya DIFFICULT 6 6 EXPERT 8 9 148 3 Dummy RAM DIFFICULT 6 7 EXPERT 10 11 175 4 CG Project Latenighters DIFFICULT 9 9 EXPERT 12 13 200 5 Love Again NM feat. Mr.E DIFFICULT 6 6 EXPERT 8 8 57-70 6 aftershock!! DM Ashura DIFFICULT 9 9 EXPERT 13 13 157 コース「DDR ARCHIVES」スコア&ムービーボード 1ページ目 コース「DDR ARCHIVES」スコア&ムービーボード 2ページ目 Boss Rush X2 NORMAL DIFFICULT BPM TITLE ARTIST DIFFICULTY SP DP DIFFICULTY SP DP 1 KIMONO♥PRINCESS jun DIFFICULT 11 11 EXPERT 15 15 95-190 2 ZETA~素数の世界と超越者~ Zektbach DIFFICULT 11 9 EXPERT 15 14 90-180? 3 VANESSA 朱雀 DIFFICULT 10 11 EXPERT 16 16 185? 4 888 DJ TECHNORCH DIFFICULT 12 11 EXPERT 14 15 111-888 5 ΔMAX DM Ashura DIFFICULT 13 13 EXPERT 17 17 100-573 6 roppongi EVOLVED ver.D TAG underground DIFFICULT 11 11 EXPERT 15 15 170-340?(85-680?) コース「Boss Rush X2」スコア&ムービーボード 1ページ目 コース「Boss Rush X2」スコア&ムービーボード 2ページ目 11/2に出現したコース dj TAKA s Lounge NORMAL DIFFICULT BPM TITLE ARTIST DIFFICULTY SP DP DIFFICULTY SP DP 1 Decade kors k Vs.dj TAKA DIFFICULT 8 8 EXPERT 11 12 148 2 DROP dj TAKA feat. Kanako Hoshino DIFFICULT 7 7 EXPERT 11 13 152 3 someday... 杏野はるな DIFFICULT 7 8 EXPERT 9 10 154 4 going up Colors BASIC 7 ? DIFFICULT 10 ? 212 5 Melody Life Noria DIFFICULT 7 ? EXPERT 10 ? 172 6 Freeway Shuffle dj TAKA DIFFICULT 8 7 EXPERT 10 9 145 コース「dj TAKA s Lounge」スコア&ムービーボード 1ページ目 コース「dj TAKA s Lounge」スコア&ムービーボード 2ページ目 VS REPLICANT NORMAL DIFFICULT BPM TITLE ARTIST DIFFICULTY SP DP DIFFICULTY SP DP 1 Pierce The Sky JAKAZiD feat. K.N. DIFFICULT 11 11 EXPERT 14 14 85-170 2 Sakura Sunrise Ryu☆ DIFFICULT 10 10 EXPERT 14 14 181 3 Shiny World CAPACITY GATE DIFFICULT 11 11 EXPERT 14 14 (25-)100 4 Anti-Matter Orbit1 Milo DIFFICULT 14 15 EXPERT 17 17 100-400 5 New Decade Sota F. DIFFICULT 14 14 EXPERT 17 17 100-400 6 POSSESSION TAG underground DIFFICULT 14 14 EXPERT 17 17 185-370 7 Valkyrie Dimension Spriggan DIFFICULT 15 ? EXPERT 18 18 (46.5-744) コース「VS REPLICANT」スコア&ムービーボード 1ページ目 コース「VS REPLICANT」スコア&ムービーボード 2ページ目