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==基于物理的损伤==
 
==基于物理的损伤==
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Melee damage system takes 2 important physics measurements: '''mass''' and '''velocity'''. While mass is simply an [[item]] attribute, speed is a whole another story.<br />
近战损伤系统有两个重要的物理衡量点:'''质量'''和'''速度'''。质量只是[[:分类:物品|物品]]属性,而速度是另外的。<br />
 
   
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Every weapon has its own unique set of damaging nodes and each group deals a certain [[combat|type of damage]]. Players can perform 4 types of directional attacks:
每一种武器都有自己独特的伤害节点,每一组都有着自己独特的[[战斗系统|伤害类型]]。玩家可以执行4种定向的攻击:
 
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* Left to right swing
* 从左至右砍
 
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* Right to left swing
* 从右至左砍
 
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* Overhead attack
* 下劈
 
*
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* Thrust
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Depending on attack direction a certain group of damaging nodes become active and will deal damage. During an attack animation damaging nodes track their positions every 32 ms and connect their current position with their position 32 ms ago resulting in a damaging vector. The longer that vector - the faster that node was traveling. If that vector crosses a [[combat|body part]] of a victim, then a hit will be detected and further damage calculations will occur. These damage calculation will measure the length of a vector that triggered a hit and will convert it into a speed relative to the victim. This allows for precise measurement of weapon attack speed in ''[[Life is Feudal]]''.
根据攻击的方向,特定组的伤害节点会变得活跃并造成伤害。当执行攻击动画时每32毫秒会检测一次伤害节点的位置,并与之前的位置相连得出向量。向量越长,则速度越快。如果一个向量穿过被攻击对象的[[战斗系统|躯体]],那么便会检测到打击并进行进一步的伤害计算。这将会通过触发打击的向量长度来计算出相对于被攻击对象的速度。这使得[[领地人生]]可以尽量精确的计算攻击速度。
 
* '''例子'''
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* '''Example'''
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On the following screenshots you can see a sword's damaging nodes. Take note that the edge of the sword is marked with red (slashing damage) nodes and its tip with a blue (piercing damage) node. <br />
在下面的截图中你可以看到剑身上的伤害节点。注意:剑刃被标记为红色节点(挥砍伤害)剑尖标记为蓝色节点(穿刺伤害)。<br />
 
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After making a full swing we can see the trajectory that the nodes were following. There is no trace of a blue (piercing) node, because it was not working in that horizontal directional attack. Take note of length of the damaging vectors (speed of nodes): these vectors are short at the start of the attack and even shorter still closer to the player. Thus striking your enemy near the end of a swing with the farthest part of the weapon will deal more damage!
在进行了一次完全的挥砍攻击后你可以看到节点的轨迹。并且没有蓝色节点(穿刺伤害),因为穿刺伤害不会发生在挥砍中。注意向量的长度(节点的速度):这些向量在攻击开始时较短,攻击最接近自己时更短。因此,当攻击你的敌人时需要让速度更快的节点来造成更多伤害!
 
 
{| style="margin:auto;" cellspacing=5
 
{| style="margin:auto;" cellspacing=5
 
|-
 
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| align="center" | [[File:HitTrackAfter.png|320px]]
 
| align="center" | [[File:HitTrackAfter.png|320px]]
 
|-
 
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| align="center" |剑身上的伤害节点
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| align="center" |'''Positions of a damaging nodes on a sword'''
| align="center" |挥砍前的伤害节点位置
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| align="center" |'''Position of a sword before a swing'''
| align="center" |挥砍时的伤害节点位置
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| align="center" |'''Positions of a damaging nodes during swing animation'''
 
|}
 
|}
   
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