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双持两把武器的狂乱攻速计算十分复杂,为了便于理解,下面先举一个实例:
. x! \ c0 Y) n; h4 A, _3 [# C( ^[] 20级狂乱:SIAS=422 [6 [% D* p3 [2 P
[] 幻化之刃(PB):WSM=-30;IAS=0 ; i7 v9 r, ^- Z' e3 K, o! _5 V
[] 巨神之剑(CS):WSM=10;IAS=0. ^$ G1 h: w e1 u9 m
在动画初始时,系统会计算出一个具体的动画播放速率,具体步骤如下:
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* s! n9 C9 d5 O5 P6 M; Q[] 首先获取当前的attackrate,也就是StatID=68(ItemStatCost.txt)。
6 a6 v" c _9 c0 s6 W8 j' Dattackrate = 100 - Right_Hand_WSM + SIAS = 100 - (-30) + 42 = 172
) y& J3 U5 ]8 K3 s U1 A2 R[] 这里需要注意的是Right_Hand指的是游戏角色的右手(手套上方),接下是计算全部武器的WSM_factor。, D! G+ G/ }3 b- B2 _3 d) v
WSM_factor = (Right_Hand_WSM + Leftt_Hand_WSM ) / 2 - Leftt_Hand_WSM = ((-30) + 10) / 2 - 10 = -205 M* a3 f7 Y2 X$ o- `" y5 e7 t
[] 然后使用递缩公式将用于攻击的装备IAS折算为EIAS。+ a' I7 C" K3 H+ @9 P; s! H
EIAS = (120 * (Right_Hand_IAS + Off_weapon_IAS)) / (Right_Hand_IAS + Off_weapon_IAS + 120) = (120 * (0 + 0)) / (120 + 0) = 0
+ j) \) s1 Y; Y( J% W8 ?[] 接下来将以上的计算结果汇总到一起,开始计算a***tion_rate。" `+ p* C1 A" n4 N2 s0 x2 p
a***tion_rate = EIAS + WSM_factor + attackrate - 30 = 0 + (-20) + 172 - 30 = 1229 q5 N4 J2 s* e* q8 u
[] 这里需要注意的是a***tion_rate的上下限为别为175/15,最后开始计算实际动画播放速度。5 y3 E& P3 v1 _) Y
a***tion_speed = (256 * a***tion_rate)/ 100 = (256 * 122) / 100 = 3129 M0 J' F: W5 j. J( f' e+ j
[] 这里需要注意的是256并不是常数,而是animdata.d2中动画的特定值,不过玩家大部分攻击相关的动画都是使用256,在游戏中的每个Tick与a***tion_speed相加作为a***tion_position的增量,直到a***tion_position>=a***tion_length*256为止。! X. D2 v6 t$ P% v
a***tion_position = a***tion_position + a***tion_speed2 p/ c; E% A8 x4 v+ k( r( i% F
[] 起始位置的a***tion_position从0开始计,然后将a***tion_position/256,以便获取当前的sequence_Frame并播放,当前的序列帧如下:2 o2 Q7 ?$ |4 b+ R* h* B) T
Frame = 1;a***tion_position = 0;sequence_Frame = 0
4 K5 l3 w2 U5 u; J* ~Frame = 2;a***tion_position = 312;sequence_Frame = 1$ x6 o$ X3 f, j! ?3 b% ]* m
Frame = 3;a***tion_position = 624;sequence_Frame = 2; L; ?; L3 o& H% L
Frame = 4;a***tion_position = 936;sequence_Frame = 3
! R8 Q [' }. l5 y[] 现在可以看到,下一个sequence_Frame = (882+312)/256 = 4,同时这也是一个action_Frame,也就是说此时狂乱序列的第一个攻击帧为4F,所以此时会发动攻击(call技能srvdo函数)。对于狂乱来说,这是在增加SIAS,然后重新计算a***tion_speed,这里需要使用新的SIAS。如果攻击命中了目标,则切换武器,相当于激活了左手武器并参加攻速计算过程,下面假定达到最大值后的理想状态。3 G) O. [2 O- C/ ]( j
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Frame = 5;a***tion_position = 1248;sequence_Frame = 4
6 F' H$ N; w/ p( d- KFrame = 6;a***tion_position = 1560;sequence_Frame = 6
- A& U* E' [& }. b$ Q* IFrame = 7;a***tion_position = 1872;sequence_Frame = 7( F4 x, f4 U N
Frame = 8;a***tion_position = 2184;sequence_Frame = 8
$ U4 E- `& c0 c, r[] 下一个sequence_Frame = (2184+312)/256 = 9,同时这也是一个action_Frame。接下来假定为理想状态,此后的步骤使用Lefr_Hand_WSM,这时会得到一个新的a***tion_speed=209,并继续播放动画。
& G2 _4 v, z2 B7 V5 ~Frame = 9;a***tion_position = 2393;sequence_Frame = 9& K; [. W3 l/ q2 Y+ d
Frame = 10;a***tion_position = 2602;sequence_Frame = 10
/ G. n/ K9 q$ P. mFrame = 11;a***tion_position = 2811;sequence_Frame = 10
) ]' |9 ?! f0 ?. yFrame = 12;a***tion_position = 3020;sequence_Frame = 110 ~7 I6 q8 g' \0 ]4 ?
Frame = 13;a***tion_position = 3229;sequence_Frame = 12' m. |+ C; R8 v" G7 n3 T. U
Frame = 14;a***tion_position = 3438;sequence_Frame = 13, F' t9 N# G; k! O/ \- p. w
Frame = 15;a***tion_position = 3647;sequence_Frame = 14- C; ~, R3 q$ n7 M; W6 n3 i) A6 M
Frame = 16;a***tion_position = 3856;sequence_Frame = 15
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Frame = 17;a***tion_position = 4065;sequence_Frame = 15
# z$ G' U) C- w& `9 i: rFrame = 18;a***tion_position = 4274;sequence_Frame = 16
4 |2 V% j8 R5 ~[] 下一个a***tion_position = 4274+312 = 4586,而狂乱的a***tion_length=17,则17*256 = 4352,而4586>4352,所以动画至此结束,总长度为18F。( C3 ~( x, y3 L) R
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; i$ i+ i* L& F* h9 m结合上文,可以简单推导出双持狂乱的完整攻速计算公式为: `) }: f! X4 F0 V5 S- S4 W3 ?
[] 如果主手武器装备在左侧:8 X3 [7 M4 f5 W# G/ V
WSM1 = WSM_primary + WSM_secondary - (WSM_primary + WSM_secondary)/2& v- K7 C$ U/ S9 V# v5 G* L7 J7 R
WSM2 = 2*WSM_secondary - (WSM_primary + WSM_secondary)/2
: k% ?) Y' N* r% y( T7 U6 ^6 {[] 如果主手武器装备在右侧:
% S! V- H5 k' W; W" ?- H* LWSM1 = (WSM_primary + WSM_secondary)/2 + WSM_primary - WSM_secondary
" C7 o* m. u- }( [( `4 NWSM2 = (WSM_primary + WSM_secondary)/2. a, y3 T: [, T* ^
[] EIAS部分的计算:
, ]6 ^5 t$ ?( k a! {# L) _6 c+ aEIAS1 = [120*(OIAS + IASprimary)/(120 + OIAS + IASprimary)]
( A Y( E# m% k3 B" ?# zEIAS2 = [120*(OIAS + IASsecondary)/(120 + OIAS + IASsecondary)]
: G+ Z; }9 s' a7 B' k0 H, w8 }[] Acceleration部分的计算:. M( c2 l) q' o. D# \
Acceleration1 = 70 + SIAS + IAS1 - WSM1
5 Y8 }! g. ?# T( GAcceleration2 = 70 + SIAS + IAS2 - WSM2 h/ s0 v& X$ p
[] FPA部分的计算:
^* [, [4 Q$ R0 PFPA_1 = {256*9/[256*Acceleration1/100]} - 1( y$ \# p" |8 V/ @( ~8 @4 f
FPA_2 = {(256*17 - fpa_1*[256*Acceleration1/100])/[256*Acceleration2/100]}4 T7 f+ q8 ^, q$ Y5 h
FPA = FPA_1 + FPA_2 o' g8 C+ s1 m3 b# S8 J% j
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