{"id":3104,"date":"2018-08-25T22:08:50","date_gmt":"2018-08-25T20:08:50","guid":{"rendered":"http:\/\/diablofans.ddev.site\/d2\/dosah-a-vzdialenost\/"},"modified":"2018-08-25T22:08:50","modified_gmt":"2018-08-25T20:08:50","slug":"dosah-a-vzdialenost","status":"publish","type":"page","link":"https:\/\/www.diablofans.cz\/d2\/dosah-a-vzdialenost\/","title":{"rendered":"Hern\u00ed mechanismy &#8211; Dosah a vzdialenos\u0165"},"content":{"rendered":"\n<p>Maj\u00fa nesmierny v\u00fdznam takmer vo v\u0161etk\u00fdch oblastiach hry, ktor\u00e9 s\u00fa vidite\u013en\u00e9 aj pre be\u017en\u00e9ho hr\u00e1\u010da, bez nich by hra ani nemohla fungova\u0165. Pomocou nich hra napr\u00edklad kontroluje, \u010di u\u017e m\u00f4\u017eete nepriate\u013ea zasiahnu\u0165 va\u0161ou zbra\u0148ou, ako \u010faleko dostrel\u00ed v\u00e1\u0161 \u0161\u00edp \u010di na akej ve\u013ekej ploche zasiahne nepriate\u013eov va\u0161a kliatba.<\/p>\n<p>Tento \u010dl\u00e1nok je pomerne obsiahly, preto bude na za\u010diatku dobr\u00e9 uvies\u0165 jeho z\u00e1kladn\u00fd\u00a0obsah:<\/p>\n<ul>\n<li><a href=\"#meleerange\">Dosah \u00fatokov nabl\u00edzko<\/a><\/li>\n<li><a href=\"#missilerange\">Dosah \u00fatokov na dia\u013eku<\/a><\/li>\n<li><a href=\"#radius\">Plo\u0161n\u00fd dosah a jeho polomer<\/a><\/li>\n<li><a href=\"#visiblescreen\">Vidite\u013en\u00e1 hern\u00e1 plocha<\/a><\/li>\n<\/ul>\n<p>Jednotliv\u00e9 problematiky s\u00fa podrobne rozobran\u00e9 ni\u017e\u0161ie a to v\u00a0uvedenom porad\u00ed.<\/p>\n<p style=\"text-align:center\">&#8212;\u00a0\u2014 &#8212;\u00a0\u2014 &#8212;\u00a0\u2014 &#8212;\u00a0\u2014 &#8212;\u00a0\u2014 &#8212;\u00a0\u2014 &#8212;\u00a0\u2014 &#8212;\u00a0\u2014 &#8212;\u00a0\u2014 &#8212;\u00a0\u2014 &#8212;\u00a0\u2014\u00a0&#8212;<\/p>\n<h3 id=\"meleerange\">Dosah \u00fatokov nabl\u00edzko (Melee Range)<\/h3>\n<p>Z\u00e1kladn\u00fd dosah (\u00fatok hol\u00fdmi p\u00e4s\u0165ami) ka\u017edej <a href=\"https:\/\/www.diablofans.cz\/d2\/herni-postavy\">postavy<\/a> je 1\u20133. Dosah je mo\u017en\u00e9 zv\u00e4\u010d\u0161i\u0165 nosen\u00edm zbran\u00ed. Ka\u017ed\u00e1 zbra\u0148 m\u00e1 zadefinovan\u00fa kon\u0161tantu zvan\u00fa <strong>Rangeadder<\/strong> (p\u00e4ste maj\u00fa 0) , ktor\u00e1 m\u00e1 rozhoduj\u00face postavenie v\u00a0tomto vzorci:<\/p>\n<ul>\n<li>celkov\u00fd dosah = rangeadder + ve\u013ekos\u0165 mon\u0161tra<\/li>\n<\/ul>\n<p><a href=\"https:\/\/www.diablofans.cz\/d2\/monstra\">Mon\u0161tr\u00e1<\/a> m\u00f4\u017eu ma\u0165 ve\u013ekos\u0165 1 (mal\u00e9), 2 (stredn\u00e9) alebo 3 (ve\u013ek\u00e9), v\u00e4\u010d\u0161ina m\u00e1 ve\u013ekos\u0165 2\u00a0alebo 3.\u00a0To znamen\u00e1, \u017ee \u010d\u00edm v\u00e4\u010d\u0161\u00ed Rangeadder m\u00e1 zbra\u0148 a \u010d\u00edm v\u00e4\u010d\u0161ie je mon\u0161trum, t\u00fdm z\u00a0v\u00e4\u010d\u0161ej vzdialenosti ho postava zasiahne. Hodnota dosahu nie je v\u00a0yardoch, ale v\u00a0pol\u00ed\u010dkach (Diablo 2\u00a0pou\u017e\u00edva izometrick\u00fa projekciu, ktor\u00e1 rozde\u013euje horizont\u00e1lnu hraciu plochu na kosod\u013a\u017enikov\u00e9 polia a ka\u017ed\u00e9 toto pole je zlo\u017een\u00e9 z\u00a05\u00d75 spom\u00ednan\u00fdch pol\u00ed\u010dok. Toto pol\u00ed\u010dko sa anglicky naz\u00fdva subtile a jeho strany maj\u00fa d\u013a\u017eku 2\/3 yardu). Napriek tomu, \u017ee ve\u013ekos\u0165 pr\u00ed\u0161er b\u00fdva r\u00f4zna, dan\u00e1 pr\u00ed\u0161era sa v\u017edy nach\u00e1dza na strednom z\u00a0pol\u00ed\u010diek, ktor\u00e9 zaber\u00e1, aj ke\u010f ju mo\u017eno trafi\u0165 u\u017e ke\u010f sa do va\u0161eho dosahu dostane jej krajn\u00e9 pol\u00ed\u010dko.<\/p>\n<p>Hodnoty Rangeadder pre jednotliv\u00e9 zbrane n\u00e1jdete v\u00a0tabu\u013ek\u00e1ch sekcie <a href=\"https:\/\/www.diablofans.cz\/d2\/normalni-predmety\">Norm\u00e1ln\u00ed P\u0159edm\u011bty<\/a>.<\/p>\n<div style=\"width:555px;margin-bottom:10px\" class=\"img-center\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.diablofans.cz\/d2\/wp-content\/uploads\/2018\/08\/monster-size.png\" class=\"img-center\" alt=\"monster-size\" width=\"545\" height=\"191\" \/> <\/p>\n<p>Jednotliv\u00e9 ve\u013ekosti pr\u00ed\u0161er a ich obsadenie pol\u00ed\u010dok.<\/p>\n<\/p><\/div>\n<p>Postava ako aj <a href=\"https:\/\/www.diablofans.cz\/d2\/zoldaci\">mercovia<\/a> a summoni maj\u00fa ve\u013ekos\u0165 2.\u00a0Dosah \u00fatoku pri skille Smite a Assassinsk\u00fdch Kick skilloch je tie\u017e r\u00e1tan\u00fd na z\u00e1klade Rangeadder kon\u0161tanty dr\u017eanej zbrane (teda Assassin s\u00a0kopijou dokopne \u010falej ako s\u00a0d\u00fdkou). Pri skilloch, \u010do pou\u017e\u00edvaj\u00fa dve zbrane (Double Swing, Frenzy a Dragon Claw), ako aj pri pou\u017eit\u00ed druhej zbrane po\u010das Normal Attack, sa pou\u017e\u00edva Rangeadder prim\u00e1rnej zbrane (t\u00e1, ktor\u00e1 bola prv\u00e1 nasaden\u00e1 a postava ju dr\u017e\u00ed v\u00a0pravej ruke) pre <strong>obe<\/strong> zbrane. Skill Blade Shield m\u00e1 Rangeadder v\u017edy 0\u00a0bez oh\u013eadu na dr\u017ean\u00fa zbra\u0148. Pri mercoch a Iron Golemovi pou\u017eit\u00e1 zbra\u0148 nem\u00e1 efekt na ich dosah \u00fatoku. Merc z\u00a0druh\u00e9ho aktu, Poison Creeper a Grizzly maj\u00fa z\u00e1kladn\u00fd dosah 3, Carrion Vine, Solar Creeper a oba druhy vlkov (Wolves) maj\u00fa z\u00e1kladn\u00fd dosah 2, k\u00fdm ostatn\u00ed mercovia a summoni maj\u00fa z\u00e1kladn\u00fd dosah 1.\u00a0Narozdiel od post\u00e1v, ich dosah v\u00a0hre men\u00ed len ve\u013ekos\u0165 mon\u0161tra, z\u00e1kladn\u00fd dosah sa <strong>nemen\u00ed<\/strong>. Vzorec pre mercov a summonov je preto tak\u00fdto:<\/p>\n<ul>\n<li>celkov\u00fd dosah merca\/summona = z\u00e1kladn\u00fd dosah merca\/summona + ve\u013ekos\u0165 mon\u0161tra<\/li>\n<\/ul>\n<p>Mon\u0161tr\u00e1 maj\u00fa svoju vlastn\u00fa Rangeadder kon\u0161tantu, zvan\u00fa <strong>MeleeRng<\/strong>. U\u00a0v\u00e4\u010d\u0161iny pr\u00ed\u0161er je to 1, ale n\u00e1jdu sa aj v\u00fdnimky:<\/p>\n<ul style=\"list-style:none\">\n<li>Izual, Regurgitator, Trapped Soul, Vile Mother a Zealot maj\u00fa MeleeRng\u00a02.<\/li>\n<\/ul>\n<ul style=\"list-style:none\">\n<li>Corrupt Rogue Lancer, Duriel, Flying Scimitar, Hell Bovine, Megademon a Oblivion Knight maj\u00fa MeleeRng\u00a03.<\/li>\n<\/ul>\n<ul style=\"list-style:none\">\n<li>Baal, Diablo, Mephisto, Minion of Destruction a The Ancients (Madawc, Korlic a Talic) maj\u00fa MeleeRng\u00a04.<\/li>\n<\/ul>\n<ul style=\"list-style:none\">\n<li>Blood Lord, Festering Appendage a Frozen Horror maj\u00fa MeleeRng\u00a05.<\/li>\n<\/ul>\n<ul style=\"list-style:none\">\n<li>Tentacle Beast m\u00e1 MeleeRng 7.<\/li>\n<\/ul>\n<p>Pri v\u00fdpo\u010dte ich celkov\u00e9ho dosahu sa ale pou\u017e\u00edva ich vlastn\u00e1 ve\u013ekos\u0165, nie ve\u013ekos\u0165 cie\u013eu. Vzorec je\u00a0teda:<\/p>\n<ul>\n<li>celkov\u00fd dosah mon\u0161tra = MeleeRng + jeho vlastn\u00e1 ve\u013ekos\u0165<\/li>\n<\/ul>\n<p>Pri oslepen\u00ed nepriate\u013ea (napr. skillom Dim Vision) sa dosah vn\u00edmania pr\u00ed\u0161er zmen\u0161\u00ed pr\u00e1ve na tento ich dosah\u00a0\u00fatoku.<\/p>\n<div style=\"width:458px;margin-bottom:10px\" class=\"img-center\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.diablofans.cz\/d2\/wp-content\/uploads\/2018\/08\/melee-range.png\" class=\"img-center\" alt=\"melee-range\" width=\"448\" height=\"223\" \/> <\/p>\n<p>Pokrytie plochy (v\u00a0pol\u00ed\u010dkach) pre jednotliv\u00e9 hodnoty dosahu \u00fatokov nabl\u00edzko.<\/p>\n<\/p><\/div>\n<p style=\"text-align:center\"><sub><a href=\"#nahoru\">&#9650; Nahoru &#9650;<\/a><\/sub><\/p>\n<p style=\"text-align:center\">&#8212;\u00a0\u2014 &#8212;\u00a0\u2014 &#8212;\u00a0\u2014 &#8212;\u00a0\u2014 &#8212;\u00a0\u2014 &#8212;\u00a0\u2014 &#8212;\u00a0\u2014 &#8212;\u00a0\u2014 &#8212;\u00a0\u2014 &#8212;\u00a0\u2014 &#8212;\u00a0\u2014\u00a0&#8212;<\/p>\n<h3 id=\"missilerange\">Dosah \u00fatokov na dia\u013eku (Missile Range)<\/h3>\n<p>Zbrane na dia\u013eku (ku\u0161e, luky, vrhacie lektvary a vrhacie zbrane (tie len pri h\u00e1dzan\u00ed)) nemaj\u00fa \u017eiadnu Rangeadder kon\u0161tantu, preto\u017ee \u00fatok nimi vy\u0161le <strong>strelu (missile)<\/strong>. Aj mnoh\u00e9 spelly s\u00fa zlo\u017een\u00e9 z\u00a0r\u00f4znych striel. Ke\u010f\u017ee vystrelen\u00fd \u0161\u00edp, hoden\u00fd n\u00f4\u017e\/lektvar je pova\u017eovan\u00fd ako strela, aj ich dosah treba r\u00e1ta\u0165 ako pre ostatn\u00e9 strely (skillov). Strela m\u00f4\u017ee by\u0165 vystrelen\u00e1 vo v\u0161etk\u00fdch mo\u017en\u00fdch smeroch. Aj ke\u010f dr\u00e1ha letu strely teda nie je obmedzen\u00e1 na pol\u00ed\u010dka ako \u00fatok nabl\u00edzko, jej zameriavanie takto obmedzen\u00e9 je. Toto sp\u00f4sobuje, \u017ee strela niekedy cie\u013e nezasiahne, iba sa v\u00a0\u0148om strat\u00ed, preto\u017ee nezasiahla centr\u00e1lne pol\u00ed\u010dko, na ktorom je cie\u013e umiestnen\u00fd, nech je hocijakej ve\u013ekosti (ako bolo u\u017e vysvetlen\u00e9 sk\u00f4r). Tie\u017e to aj sp\u00f4sobuje, \u017ee po\u010det smerov, kam m\u00f4\u017eeme vystreli\u0165 je podstatne v\u00e4\u010d\u0161\u00ed ke\u010f mierime na miesta pri okraji obrazovky ako ke\u010f mierime na miesta hne\u010f ved\u013ea postavy.<\/p>\n<p>Ka\u017ed\u00e1 strela m\u00e1 dve z\u00e1kladn\u00e9 parametre, pod\u013ea ktor\u00fdch m\u00f4\u017eeme vypo\u010d\u00edta\u0165 jej dosah. S\u00fa\u00a0to:<\/p>\n<ul style=\"list-style:none\">\n<li><strong>r\u00fdchlos\u0165<\/strong>&#8211; po\u010det pixelov, ktor\u00e9 strela prejde za 1\u00a0frame.<\/li>\n<\/ul>\n<ul style=\"list-style:none\">\n<li><strong>dolet<\/strong>\u00a0\u2013 po\u010det framov (\u010das), ko\u013eko strela let\u00ed. Po uplynut\u00ed tohto \u010dasu strela zmizne.<\/li>\n<\/ul>\n<p>Celkov\u00fd dosah sa potom r\u00e1ta ako dr\u00e1ha a je v\u00a0pixeloch:<\/p>\n<ul>\n<li>celkovy dosah = r\u00fdchlos\u0165 x dolet<\/li>\n<\/ul>\n<p>Ak chceme dosah v\u00a0yardoch a nie pixeloch, tak <strong>vydel\u00edme<\/strong> celkov\u00fd dosah \u010d\u00edslom <strong>32<\/strong>. Je to dobr\u00e9 prepo\u010d\u00edtava\u0165 na yardy, lebo dosah v\u00a0yardoch je rovnak\u00fd pre <strong>v\u0161etky<\/strong> smery, k\u00fdm dosah v\u00a0pixeloch plat\u00ed len pre <strong>z\u00e1kladn\u00fd (horizont\u00e1lny)<\/strong> smer, v\u00a0ostatn\u00fdch smeroch je rozdielny.<\/p>\n<div style=\"width:460px;margin-bottom:10px\" class=\"img-center\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.diablofans.cz\/d2\/wp-content\/uploads\/2018\/08\/missile-range.png\" class=\"img-center\" alt=\"missile-range\" width=\"450\" height=\"400\" \/> <\/p>\n<p>Strela skillu Ice Bolt a jej dosah.<\/p>\n<\/p><\/div>\n<p>Pre v\u00e4\u010d\u0161inu striel tento vzorec sta\u010d\u00ed, ale niektor\u00e9 strely aj menia r\u00fdchlos\u0165 po\u010das letu. V\u00a0takom pr\u00edpade maj\u00fa zadefinovan\u00e9 e\u0161te \u010fal\u0161ie dve parametre:<\/p>\n<ul style=\"list-style:none\">\n<li><strong>zr\u00fdchlenie<\/strong>\u00a0\u2013 kladn\u00e1 hodnota sp\u00f4sobuje zmenu r\u00fdchlosti, a\u017e k\u00fdm sa nedosiahne maxim\u00e1lna r\u00fdchlos\u0165, z\u00e1porn\u00e1 hodnota sp\u00f4sobuje spoma\u013eovanie strely a\u017e k\u00fdm nezastane (r\u00fdchlos\u0165 = 0) bez oh\u013eadu na zadefinovan\u00fa maxim\u00e1lnu r\u00fdchlos\u0165.<\/li>\n<\/ul>\n<ul style=\"list-style:none\">\n<li><strong>maxim\u00e1lna r\u00fdchlos\u0165<\/strong>\u00a0\u2013 ke\u010f dosiahne strela t\u00fato r\u00fdchlos\u0165, u\u017e viac nezr\u00fdch\u013euje \/ nespoma\u013euje.<\/li>\n<\/ul>\n<p>Norm\u00e1lna r\u00fdchlos\u0165 zo vzorca je v\u00a0tomto pr\u00edpade po\u010diato\u010dn\u00e1 r\u00fdchlos\u0165 strely. Presn\u00fd dosah potom nemo\u017eno vyr\u00e1ta\u0165, len odmera\u0165 priamo v\u00a0hre, lebo nie je zn\u00e1me, \u010do presne znamen\u00e1 hodnota toho zr\u00fdchlenia, ale ka\u017edop\u00e1dne to nie je zmena r\u00fdchlosti za 1\u00a0frame ako be\u017en\u00e9 zr\u00fdchlenie. Potvrden\u00e9 je len to, \u017ee \u010d\u00edm vy\u0161\u0161ia hodnota, t\u00fdm strela r\u00fdchlej\u0161ie zr\u00fdch\u013euje \/ spoma\u013euje, ale aby to malo v\u00fdraznej\u0161\u00ed \u00fa\u010dinok, hodnoty zr\u00fdchlenia musia by\u0165 v\u00a0stovk\u00e1ch, ale nevie sa \u010doho, preto nie je ani mo\u017en\u00e9 vyr\u00e1ta\u0165\u00a0dosah.<\/p>\n<p>D\u00f4le\u017eit\u00e9 je, \u017ee r\u00fdchlos\u0165 striel m\u00e1 svoj breakpoint, ktor\u00e9ho dosiahnutie sp\u00f4sobuje, \u017ee sa po\u010d\u00edtanie za\u010d\u00edna od za\u010diatku, tzn. \u017ee breakpointov\u00e1 r\u00fdchlos\u0165 = r\u00fdchlos\u0165 0.\u00a0Breakpointov\u00e1 r\u00fdchlos\u0165 je 256\u00a0a jej n\u00e1sobky. Je to kv\u00f4li tomu, aby \u013eudsk\u00e9 oko bolo e\u0161te schopn\u00e9 strely zaregistrova\u0165. Zauj\u00edmav\u00e9 je, \u017ee pri r\u00fdchlostiach 172\u00a0a vy\u0161\u0161\u00edch (pri n\u00e1sobkoch = posledn\u00fd breakpoint + 172) u\u017e za\u010d\u00ednaj\u00fa strely meni\u0165 smer. Naj\u010dastej\u0161ie id\u00fa presne opa\u010dne ako boli namieren\u00e9 (teda s\u00a0v\u00fdchylkou 180\u00a0stup\u0148ov), ale niekedy aj s\u00a0men\u0161ou v\u00fdchylkou (zhruba 90\u00a0stup\u0148ov), z\u00e1vis\u00ed od smeru, kam boli p\u00f4vodne mieren\u00e9.<\/p>\n<p>E\u0161te treba doda\u0165, \u017ee tento vzorec nemo\u017eno pou\u017ei\u0165 ani pre strely, ktor\u00e9 skilly vystre\u013euj\u00fa v\u00a0zlo\u017eit\u00fdch pohyboch (napr. kladiv\u00e1 skillu Blessed Hammer), lebo tam by u\u017e dr\u00e1ha letu nebola z\u00e1rove\u0148 aj dosah strely.<\/p>\n<p>R\u00fdchlos\u0165 a\/alebo dolet m\u00f4\u017eu by\u0165 e\u0161te upraven\u00e9 parametrami zvan\u00fdmi <strong>VelLev<\/strong>, resp. <strong>LevRange<\/strong>. V\u00a0takom pr\u00edpade mus\u00edme kone\u010dn\u00fa r\u00fdchlos\u0165\/dolet vyr\u00e1ta\u0165 e\u0161te pred ich pou\u017e\u00edt\u00edm vo vzorci pre celkov\u00fd dosah. Tieto parametre ud\u00e1vaj\u00fa zmenu r\u00fdchlosti\/dolet v\u00a0z\u00e1vislosti od levelu. Vzorce s\u00fa nasledovn\u00e9:<\/p>\n<ul>\n<li>r\u00fdchlos\u0165 = z\u00e1kladn\u00e1 r\u00fdchlos\u0165 + VelLev x level<\/li>\n<\/ul>\n<ul>\n<li>dolet = z\u00e1kladn\u00fd dolet + LevRange x level<\/li>\n<\/ul>\n<p><strong>level<\/strong>\u00a0\u2013 ak je strela vystrelen\u00e1 postavou, je to level postavy, ak mercom, tak level merca, ak summonom, tak level dan\u00e9ho summoning skillu, ak pr\u00ed\u0161erou, tak level pr\u00ed\u0161ery a ak skillom postavy, tak je to level skillu.<\/p>\n<p>Z\u00e1kladn\u00e1 r\u00fdchlos\u0165\/dolet je be\u017en\u00e1 r\u00fdchlos\u0165\/dolet, ktor\u00fa by sme pou\u017eili vo vzorci, keby neboli zadan\u00e9 parametre VelLev\/LevRange.<\/p>\n<p style=\"text-align:center\"><sub><a href=\"#nahoru\">&#9650; Nahoru &#9650;<\/a><\/sub><\/p>\n<p style=\"text-align:center\">&#8212;\u00a0\u2014 &#8212;\u00a0\u2014 &#8212;\u00a0\u2014 &#8212;\u00a0\u2014 &#8212;\u00a0\u2014 &#8212;\u00a0\u2014 &#8212;\u00a0\u2014 &#8212;\u00a0\u2014 &#8212;\u00a0\u2014 &#8212;\u00a0\u2014 &#8212;\u00a0\u2014\u00a0&#8212;<\/p>\n<h3 id=\"radius\">Plo\u0161n\u00fd dosah a jeho polomer (Radius)<\/h3>\n<p>Skilly s\u00a0plo\u0161n\u00fdm \u00fa\u010dinkom, kliatby a aury s\u00fa najbe\u017enej\u0161\u00edm pr\u00edkladom vyu\u017e\u00edvania radiusu v\u00a0hre. Vyu\u017e\u00edvan\u00fd je samozrejme aj v\u00a0in\u00fdch, be\u017en\u00e9mu hr\u00e1\u010dovi nie pr\u00edli\u0161 vidite\u013en\u00fdch efektoch. V\u00a0hre sa ud\u00e1va v\u00a0yardoch a ide o\u00a0d\u013a\u017eku polomeru kruhu, ktor\u00e9ho obsah tvor\u00ed akt\u00edvnu plochu skillu (tzn. \u017ee objekty v\u00a0tomto kruhu bud\u00fa skillom ovplyvnen\u00e9, ak tam nie je nejak\u00e1 v\u00fdnimka). V\u00a0skuto\u010dnosti (k\u00f3de hry) je v\u0161ak radius a aj cel\u00e1 plocha \u0161pecifikovan\u00e1 v\u00a0pol\u00ed\u010dkach. Ako u\u017e bolo sk\u00f4r spom\u00ednan\u00e9, 1\u00a0pol\u00ed\u010dko je \u0161tvorec 2\/3\u00d72\/3 yardu, jeho uhloprie\u010dky v\u0161ak meraj\u00fa pribli\u017ene 1\u00a0yard (to znamen\u00e1, \u017ee ten ist\u00fd polomer udan\u00fd v\u00a0yardoch obsadzuje v\u00a0niektor\u00fdch smeroch viac a v\u00a0niektor\u00fdch menej pol\u00ed\u010dok). V\u00a0hre sa v\u0161ak t\u00e1to plocha naozaj jav\u00ed pribli\u017ene ako\u00a0kruh.<\/p>\n<p>V\u00a0nasleduj\u00facej ilustr\u00e1cii je zobrazen\u00e1 celkov\u00e1 plocha v\u00a0pol\u00ed\u010dkach spolu s\u00a0radiusom v\u00a0yardoch. Pre lep\u0161iu predstavu s\u00fa tam zobrazen\u00e9 aj akt\u00edvne plochy niektor\u00fdch skillov s\u00a0pevn\u00fdm radiusom:<\/p>\n<table class=\"noborder\">\n<tr>\n<td><a href=\"images\/ostatni\/range\/radius.png\" onclick=\"return hs.expand(this)\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.diablofans.cz\/d2\/wp-content\/uploads\/2018\/08\/radius-nahled.png\" alt=\"obrazek\" width=\"200\" height=\"150\" \/><\/a><\/td>\n<\/tr>\n<\/table>\n<p>Pod radius m\u00f4\u017eeme zaradi\u0165 okrem in\u00e9ho aj tieto \u0161pecifick\u00e9 podskupiny:<\/p>\n<h4>Light Radius<\/h4>\n<p>Alebo inak povedan\u00e9 objektom osvetlen\u00e1 plocha je v\u00a0hre be\u017en\u00fd a \u010dasto nepov\u0161imnut\u00fd efekt. Mo\u017eno ho rozdeli\u0165 do nasledovn\u00fdch kateg\u00f3rii:<\/p>\n<ol>\n<li>Light Radius pr\u00ed\u0161er, mercov, summonov a in\u00fdch nehrate\u013en\u00fdch\u00a0post\u00e1v<\/li>\n<li>Light Radius objektov<\/li>\n<li>Light Radius striel, skillov a ich efektov<\/li>\n<li>Light Radius hern\u00fdch post\u00e1v a ako vlastnos\u0165 v\u00a0predmetoch<\/li>\n<\/ol>\n<p>V\u0161etky druhy Light Radiusu maj\u00fa zadefinovan\u00e9 svoje hodnoty. Aj ke\u010f m\u00e1 n\u00e1zov radius (polomer), t\u00e1to hodnota je <strong>priemer<\/strong> osvetlenej plochy v\u00a0pol\u00ed\u010dkach (tzn. \u017ee light radius 12\u00a0je tak isto ve\u013ek\u00e1 plocha ako be\u017en\u00fd 6\u00a0yardov\u00fd radius). Nasleduj\u00face riadky sa V\u00e1m bud\u00fa sna\u017ei\u0165 trochu pribl\u00ed\u017ei\u0165 ka\u017ed\u00fa kateg\u00f3riu:<\/p>\n<p style=\"list-style:none\"><strong>1.\u00a0kateg\u00f3ria<\/strong>\u00a0\u2013 hodnoty s\u00fa zadefinovan\u00e9 v\u00a0konfigura\u010dnom s\u00fabore s\u00a0nastaveniami pre pr\u00ed\u0161ery, ak nie je zadan\u00fd, jeho hodnota je nulov\u00e1, \u010di\u017ee pr\u00ed\u0161era neosvet\u013euje \u017eiadnu plochu. Ich Light Radius m\u00f4\u017ee by\u0165 sfarben\u00fd, z\u00e1vis\u00ed, ak\u00e9 hodnoty troch z\u00e1kladnych farieb (modr\u00e1, \u010derven\u00e1, zelen\u00e1) m\u00e1 zadan\u00e9. Light Radius mercov a Iron Golema nemo\u017eno meni\u0165 ani pou\u017eit\u00edm predmetov s\u00a0touto vlastnos\u0165ou.<\/p>\n<p><strong>2.\u00a0kateg\u00f3ria<\/strong>\u00a0\u2013 skoro to ist\u00e9 ako 1.\u00a0kateg\u00f3ria, tie\u017e nemus\u00ed by\u0165 zadan\u00fd a m\u00f4\u017ee ma\u0165 r\u00f4znu farbu, jeho hodnoty s\u00fa zadefinovan\u00e9 v\u00a0konfigura\u010dnom s\u00fabore s\u00a0nastaveniami pre objekty. Pod pojmom objekt sa mysl\u00ed v\u0161etko, \u010do sa nach\u00e1dza na hernej ploche a nie je to postava, merc, summon, mon\u0161trum, npc, skill, strela, zlato, drop, predmet z\u00a0invent\u00e1ru alebo prostredie. Objekty m\u00f4\u017eu by\u0165 interakt\u00edvne ale aj nemusia. S\u00fa to napr. truhlice, port\u00e1ly, m\u0155tve tel\u00e1, barely ale aj niektor\u00e9 kamene \u010di pe\u010date (seals) v\u00a0Chaos Sanctuary. Najbe\u017enej\u0161ie objekty s\u00a0Light Radiusom s\u00fa fakle alebo ohe\u0148 horiaci na zemi (ten, \u010do v\u00e1s aj m\u00f4\u017ee zrani\u0165).<\/p>\n<p><strong>3.\u00a0kateg\u00f3ria<\/strong>\u00a0\u2013 ide o\u00a0Light Radius striel a efektov a t\u00fdm p\u00e1dom aj skillov, ktor\u00e9 ich vyu\u017e\u00edvaj\u00fa. Medzi efekty napr\u00edklad patria symboly prekliat\u00ed, pokrikov, aury, po\u0161koden\u00ed a in\u00e9. Hodnoty s\u00fa zadefinovan\u00e9 v\u00a0konfigura\u010dn\u00fdch s\u00faboroch s\u00a0nastaveniami pre strely \/ efekty. Aj t\u00e1to kateg\u00f3ria Light Radiusu m\u00f4\u017ee ma\u0165 r\u00f4zne farby alebo nemus\u00ed by\u0165 v\u00f4bec zadan\u00e1.<\/p>\n<p><strong>4.\u00a0kateg\u00f3ria<\/strong>\u00a0\u2013 Light Radius post\u00e1v sa od predch\u00e1dzaj\u00facich kateg\u00f3rii u\u017e dos\u0165 odli\u0161uje. Je v\u017edy bezfarebn\u00fd, je v\u017edy akt\u00edvny a narozdiel od predch\u00e1dzaj\u00facich sa m\u00f4\u017eu jeho hodnoty meni\u0165 po\u010das hry. Z\u00e1kladn\u00fd Light Radius postavy m\u00e1 hodnotu 13, jeho maxim\u00e1lna hodnota je 18 (v\u0161etky vy\u0161\u0161ie hodnoty u\u017e nemaj\u00fa \u017eiadny efekt) a minim\u00e1lna 1, pri ktorej je osvetlen\u00e9 len pol\u00ed\u010dko priamo pod postavou a aj postava je tmav\u0161ia. Light Radius je aj vlastnos\u0165, ktor\u00fa m\u00f4\u017eu ma\u0165 predmety a pr\u00e1ve nosen\u00edm t\u00fdchto predmetov sa d\u00e1 meni\u0165 Light Radius postavy. Ako jedna z\u00a0m\u00e1la vlastnost\u00ed m\u00f4\u017ee ma\u0165 aj z\u00e1porn\u00e9 hodnoty, ktor\u00fdch nosenie ho zmen\u0161uje. Predmetov s\u00a0touto vlastnos\u0165ou je dos\u0165 ve\u013ea, najvy\u0161\u0161ie hodnoty maj\u00fa unik\u00e1tny charm <a href=\"https:\/\/www.diablofans.cz\/d2\/predmety-unique-ostatni-charms\">Hellfire Torch<\/a> (+8) a unik\u00e1tny me\u010d <a href=\"https:\/\/www.diablofans.cz\/d2\/predmety-unique-elite-swords\">Lightsabre<\/a> (+7), naopak najviac V\u00e1m ho zmen\u0161ia unik\u00e1tne helmy <a href=\"https:\/\/www.diablofans.cz\/d2\/predmety-unique-exceptional-helms\">Darksight Helm<\/a> a <a href=\"https:\/\/www.diablofans.cz\/d2\/predmety-unique-elite-helms\">Veil of Steel<\/a> (obe\u00a0\u20134). Unik\u00e1tny amulet <a href=\"https:\/\/www.diablofans.cz\/d2\/predmety-unique-ostatni-amulets\">The Eye of Etlich<\/a> je jedin\u00fd predmet v\u00a0hre, ktor\u00fd m\u00e1 t\u00fato vlastnos\u0165 variabiln\u00fa (+1\u20135).<\/p>\n<p>Napriek svojmu \u010dast\u00e9mu v\u00fdskytu je t\u00e1to vlastnos\u0165 prakticky zbyto\u010dn\u00e1. V\u00a0mnoh\u00fdch oblastiach si ho ani nev\u0161imnete, jedin\u00e9 svoje opodstatnenie m\u00f4\u017ee ma\u0165 v\u00a0jaskyniach, krypt\u00e1ch a in\u00fdch tmav\u00fdch oblastiach, po\u010das noci a hlavne po aktiv\u00e1cii questu <a href=\"https:\/\/www.diablofans.cz\/d2\/questy-2-akt#quest3\">The Tainted Sun<\/a>, ktor\u00e1 sp\u00f4sob\u00ed hust\u00fa tmu vo v\u0161etk\u00fdch vonkaj\u0161\u00edch lok\u00e1ciach vr\u00e1tane mesta. Vtedy V\u00e1m m\u00f4\u017ee vysok\u00fd Light Radius u\u013eah\u010di\u0165 \u017eivot. Zmen\u0161ovanie Light Radiusu nem\u00e1 opodstatnenie, preto\u017ee narozdiel od Diabla 1, v\u00a0tejto hre je Light Radius len \u010disto osvetlenie plochy a nem\u00e1 ni\u010d spolo\u010dn\u00e9 s\u00a0aktivovan\u00edm pr\u00ed\u0161er, tak\u017ee \u017eiadny Stealth mode t\u00fdmto nedosiahnete. Mal\u00fd Light Radius m\u00f4\u017ee ma\u0165 sn\u00e1\u010f len jedno vyu\u017eitie a to na dueloch (hlavne v\u00a0noci), ale len za predpokladu, \u017ee s\u00faperi nepou\u017e\u00edvaj\u00fa\u00a0mapu.<\/p>\n<h4>Radius spozorovania<\/h4>\n<p>Ide o\u00a0nemenn\u00fa, d\u00f4le\u017eit\u00fa a dos\u0165 ve\u013ek\u00fa plochu. Jej stredom je v\u017edy postava a jej polomer presahuje polomer vidite\u013enej plochy (v\u00a0uhloprie\u010dk\u00e1ch len mierne, k\u00fdm vertik\u00e1lne a hlavne horizont\u00e1lne je presiahnut\u00e1 vzdialenos\u0165 u\u017e slu\u0161n\u00e1, ke\u010f\u017ee d\u013a\u017eka polomeru tohto radiusu je okolo 21\u00a0yardov). Spozorovanie sa mysl\u00ed v\u00a0dvoch zmysloch, lebo tento radius m\u00e1 dva druhy z\u00a0rozli\u010dn\u00fdm vyu\u017eit\u00edm:<\/p>\n<p>Prv\u00e9 je, \u017ee ak sa pr\u00ed\u0161era ocitne v\u00a0tomto radiuse, aktivuje sa a v\u00e4\u010d\u0161inou za\u00fato\u010d\u00ed na V\u00e1s. Aktiv\u00e1cia plat\u00ed pre v\u0161etky pr\u00ed\u0161ery, ale \u010di na V\u00e1s aj za\u00fato\u010d\u00ed, tak to z\u00e1visi od jej naprogramovan\u00e9ho spr\u00e1vania \u010di inteligenicie, tzv. AI (napr. Zombie na V\u00e1s hne\u010f neza\u00fato\u010dia, ke\u010f sa dostan\u00fa do tohto radiusu, ale za\u010dn\u00fa sa pohybova\u0165, ke\u010f\u017ee boli aktivovan\u00ed). Ak ste znepriatelen\u00fd s\u00a0inou postavou, ktor\u00e1 m\u00e1 merca a ten sa dostane do tohto radiusu, tie\u017e po V\u00e1s p\u00f4jde, ale ke\u010f\u017ee m\u00e1 podobn\u00e9 spr\u00e1vanie ako minioni, neza\u00fato\u010d\u00ed, k\u00fdm sa nedostanete do zorn\u00e9ho po\u013ea tej postavy. Tento radius neprech\u00e1dza cez bari\u00e9ry ako steny, m\u00fary a preto napr. neaktivuje pr\u00ed\u0161ery vo ved\u013eaj\u0161ej uzavretej miestnosti (ale pozor, nie v\u0161etky typy stien a m\u00farov p\u00f4sobia ako bari\u00e9ra pre tento radius).<\/p>\n<p>Druh\u00e9 spozorovanie sa t\u00fdka hernej postavy a to v\u00a0tom zmysle, \u017ee v\u00a0tomto radiuse u\u017e postava spozoruje svoje okolie (aj ke\u010f samotn\u00fd hr\u00e1\u010d e\u0161te nemus\u00ed) a v\u00a0praxi to znamen\u00e1, \u017ee sa spozorovan\u00e9 okolie odkryje na automape. V\u00a0tomto pr\u00edpade v\u0161ak radius nie je obmedzen\u00fd \u017eiadnymi bari\u00e9rami.<\/p>\n<p>Pozn. Z\u00a0technickej str\u00e1nky s\u00fa v\u00a0hre tieto dva druhy radiusu spozorovania zadefinovan\u00e9 samostatne (\u010do je pochopite\u013en\u00e9, ke\u010f\u017ee ka\u017ed\u00fd z\u00a0nich hra pou\u017e\u00edva inde), ale z\u00a0t\u00e9matick\u00e9ho h\u013eadiska m\u00f4\u017eeme oba pova\u017eova\u0165 za radius spozorovania (maj\u00fa dokonca zhodn\u00fa alebo ve\u013emi podobn\u00fa vzdialenos\u0165).<\/p>\n<p style=\"text-align:center\"><sub><a href=\"#nahoru\">&#9650; Nahoru &#9650;<\/a><\/sub><\/p>\n<p style=\"text-align:center\">&#8212;\u00a0\u2014 &#8212;\u00a0\u2014 &#8212;\u00a0\u2014 &#8212;\u00a0\u2014 &#8212;\u00a0\u2014 &#8212;\u00a0\u2014 &#8212;\u00a0\u2014 &#8212;\u00a0\u2014 &#8212;\u00a0\u2014 &#8212;\u00a0\u2014 &#8212;\u00a0\u2014\u00a0&#8212;<\/p>\n<h3 id=\"visiblescreen\">Vidite\u013en\u00e1 hern\u00e1 plocha<\/h3>\n<p>Izometrick\u00e1 projekcia (vykreslenie) hernej plochy sp\u00f4sobuje, \u017ee d\u013a\u017eka smerom zhora dole je o\u00a0nie\u010do rozdielna ako smerom z\u013eava doprava. Toto sa s\u00edce pr\u00edli\u0161 net\u00fdka be\u017enej mierky v\u00a0yardoch pou\u017e\u00edvanej napr\u00edklad pri skilloch, ale napr\u00edklad takej celkovej vidite\u013enej plochy u\u017e\u00a0\u00e1no.<\/p>\n<p>Ke\u010f\u017ee pol\u00ed\u010dka s\u00fa \u0161tvorce 2\/3\u00d72\/3 yardu, to znamen\u00e1, \u017ee d\u013a\u017eka prepony pravouhl\u00fdch trojuholn\u00edkov, ktor\u00e9 vznikn\u00fa rozpolen\u00edm t\u00fdchto \u0161tvorcov ich vlastnou uhloprie\u010dkou je druh\u00e1 odmocnina \u010d\u00edsla 8\/9 (2\/3<sup>2<\/sup> + 2\/3<sup>2<\/sup>), \u010do je pribli\u017ene 0,943\u00a0yardu. Horizont\u00e1lne sa t\u00e1to vzdialenos\u0165 rovn\u00e1 32\u00a0pixelom, k\u00fdm vertik\u00e1lne len 16\u00a0pixelom. Z\u00a0toho vypl\u00fdvaj\u00fa nasleduj\u00face\u00a0\u00fadaje:<\/p>\n<table style=\"text-align:center\">\n<thead>\n<tr>\n<th>Rozl\u00ed\u0161enie<\/th>\n<th>Vidite\u013en\u00e1 hern\u00e1 plocha v\u00a0pixeloch<\/th>\n<th>Vidite\u013en\u00e1 hern\u00e1 plocha v\u00a0yardoch<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>640\u00d7480<\/td>\n<td>640\u00d7433 pixelov<\/td>\n<td>18,86\u00d725,51\u00a0yardu<\/td>\n<\/tr>\n<tr>\n<td>800\u00d7600<\/td>\n<td>800\u00d7553 pixelov<\/td>\n<td>23,57\u00d732,59\u00a0yardu<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>Bez oh\u013eadu na rozl\u00ed\u0161enie a zapnutej\/vypnutej mo\u017enosti Perspective v\u00a0menu Options, hra v\u017edy zobraz\u00ed hern\u00fa plochu ako obd\u013a\u017enik zlo\u017een\u00fd z\u00a0mal\u00fdch kosod\u013a\u017enikov\u00fdch pol\u00ed (ka\u017ed\u00e9 m\u00e1 ve\u013ekos\u0165 5\u00d75 pol\u00ed\u010dok). Hern\u00fd engine prisp\u00f4sob\u00ed v\u0161etky efekty v\u00a0hre tomuto zobrazeniu, preto napr\u00edklad skill kruhov\u00e9ho tvaru je v\u00a0hre zobrazen\u00fd v\u00a0elipsovitom tvare (vi\u010f ilustr\u00e1ciu).<\/p>\n<div style=\"width:560px;margin-bottom:10px\" class=\"img-center\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.diablofans.cz\/d2\/wp-content\/uploads\/2018\/08\/visible-screen.png\" class=\"img-center\" alt=\"visible-screen\" width=\"550\" height=\"300\" \/> <\/p>\n<p>Elipsovit\u00e9 zobrazenie kruhu skillu Frost Nova.<\/p>\n<\/p><\/div>\n<p>\u010eal\u0161\u00ed dobr\u00fd pr\u00edklad s\u00fa strely. Pomocou vzorcu pre dosah striel z\u00edskame hodnotu dosahu v\u00a0pixeloch. Vystrel\u00edme teda z\u00a0luku norm\u00e1lny \u0161\u00edp, ktor\u00e9ho dosah je 960\u00a0pixelov, \u010di\u017ee 6\/5 d\u013a\u017eky jednej obrazovky. Z\u00a0toho logicky vypl\u00fdva, \u017ee by to malo by\u0165 skoro 7\/4 \u0161\u00edrky jednej obrazovky. Tak\u017ee na prv\u00fd poh\u013ead sa zd\u00e1, \u017ee vertik\u00e1lna vzdialenos\u0165 by mala by\u0165 v\u00e4\u010d\u0161ia ako horizont\u00e1lna, ale nie je tomu tak. Ako som u\u017e spom\u00ednal, dosah striel v\u00a0yardoch z\u00edskame tak, \u017ee po\u010det pixelov vydel\u00edme \u010d\u00edslom 32 (d\u013a\u017eka uhloprie\u010dky pol\u00ed\u010dka v\u00a0pixeloch, je to 0,943\u00a0yardu, ale hra t\u00fato vzdialenos\u0165 pre skilly zaokr\u00fah\u013euje na 1\u00a0yard). Izometrick\u00e1 projekcia s\u00edce vertik\u00e1lnu uhloprie\u010dku zmen\u0161\u00ed na 16\u00a0pixelov, aby bolo mo\u017en\u00e9 vykresli\u0165 v\u00a0dvojrozmernej hernej ploche trojrozmern\u00e9 objekty a pol\u00ed\u010dko sa potom jav\u00ed ako kosod\u013a\u017enik, ale v\u00a0skuto\u010dnosti ho hra berie ako \u0161tvorec s\u00a0dvoma 32\u00a0pixelov\u00fdmi uhloprie\u010dkami. To znamen\u00e1, \u017ee vo vertik\u00e1lnom smere prejde na obrazovke len polovi\u010dn\u00fa d\u013a\u017eku v\u00a0pixeloch. Dosah be\u017en\u00e9ho \u0161\u00edpu je teda 30\u00a0yardov, \u010di\u017ee horizont\u00e1lne prejde zhruba 1,27\u00a0obrazovky, ale vertik\u00e1lne zhruba len 0,92\u00a0obrazovky, preto\u017ee s\u00edce dosah strely je st\u00e1le rovnak\u00fd, ale ako je vy\u0161\u0161ie uveden\u00e9, vertik\u00e1lna d\u013a\u017eka vidite\u013enej hernej plochy je v\u00e4\u010d\u0161ia ako horizont\u00e1lna (inak povedan\u00e9, vmest\u00ed sa do nej viac yardov). Najv\u00e4\u010d\u0161ia vidite\u013en\u00e1 vzdialenos\u0165 v\u00a0yardoch je v\u00a0rohoch obrazovky (uhloprie\u010dky s\u00fa najdlh\u0161ie), ostatn\u00e9 smery s\u00fa d\u013a\u017ekou rovnak\u00e9 alebo podobn\u00e9 k\u00a0najbli\u017e\u0161iemu z\u00a0\u00f4smych hlavn\u00fdch smerov. Pre lep\u0161iu predstavu si m\u00f4\u017eete znova pozrie\u0165 ilustr\u00e1ciu radiusu a v\u0161imnite si, ko\u013eko yardov sa na obrazovku vo\u0161lo horizont\u00e1lne a ko\u013eko vertik\u00e1lne. Toto aj vysvet\u013euje u\u017e vy\u0161\u0161ie spom\u00ednan\u00e9 elipsovit\u00e9 vykres\u013eovanie kruhov.<\/p>\n<p style=\"text-align:center\">&#8212;\u00a0\u2014 &#8212;\u00a0\u2014 &#8212;\u00a0\u2014 &#8212;\u00a0\u2014 &#8212;\u00a0\u2014 &#8212;\u00a0\u2014 &#8212;\u00a0\u2014 &#8212;\u00a0\u2014 &#8212;\u00a0\u2014 &#8212;\u00a0\u2014 &#8212;\u00a0\u2014\u00a0&#8212;<\/p>\n<p style=\"text-align:center\"><a href=\"https:\/\/www.diablofans.cz\/d2\/herni-mechanismy\">\u00ab Zp\u011bt do sekce Hern\u00ed mechanismy.<\/a><\/p>\n<p> <!-- by Texy2! --><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Maj\u00fa nesmierny v\u00fdznam takmer vo v\u0161etk\u00fdch oblastiach hry, ktor\u00e9 s\u00fa vidite\u013en\u00e9 aj pre be\u017en\u00e9ho hr\u00e1\u010da, bez nich by hra ani nemohla fungova\u0165. Pomocou nich hra napr\u00edklad kontroluje, \u010di u\u017e m\u00f4\u017eete nepriate\u013ea zasiahnu\u0165 va\u0161ou zbra\u0148ou, ako \u010faleko dostrel\u00ed v\u00e1\u0161 \u0161\u00edp \u010di na akej ve\u013ekej ploche zasiahne nepriate\u013eov va\u0161a kliatba. Tento \u010dl\u00e1nok je pomerne obsiahly, preto bude [&#8230;]<\/p>\n<p><a class=\"btn btn-secondary understrap-read-more-link\" href=\"https:\/\/www.diablofans.cz\/d2\/dosah-a-vzdialenost\/\">\u010c\u00edst d\u00e1le&#8230;<span class=\"screen-reader-text\"> from Hern\u00ed mechanismy &#8211; Dosah a vzdialenos\u0165<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"parent":0,"menu_order":0,"comment_status":"open","ping_status":"open","template":"","meta":{"footnotes":""},"class_list":["post-3104","page","type-page","status-publish","hentry"],"_links":{"self":[{"href":"https:\/\/www.diablofans.cz\/d2\/wp-json\/wp\/v2\/pages\/3104","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.diablofans.cz\/d2\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/www.diablofans.cz\/d2\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/www.diablofans.cz\/d2\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.diablofans.cz\/d2\/wp-json\/wp\/v2\/comments?post=3104"}],"version-history":[{"count":0,"href":"https:\/\/www.diablofans.cz\/d2\/wp-json\/wp\/v2\/pages\/3104\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.diablofans.cz\/d2\/wp-json\/wp\/v2\/media?parent=3104"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}