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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:+ F$ b* [( ^6 m2 `
[] 20级狂乱:SIAS=42) W8 T6 n7 U7 }7 W* i9 V- J, _
[] 幻化之刃(PB):WSM=-30;IAS=0 3 q5 q1 t/ Q9 b* S
[] 巨神之剑(CS):WSM=10;IAS=0
; v) ~7 ]7 Y* B) N* ]1 O+ v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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[] 首先获取当前的attackrate,也就是StatID=68(ItemStatCost.txt)。2 q/ |# d4 p# Y" m5 D
attackrate = 100 - Right_Hand_WSM + SIAS = 100 - (-30) + 42 = 172) \; K) F6 r, y. l/ I
[] 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。3 l8 S7 n6 C! ~4 x" m4 V
WSM_factor = (Right_Hand_WSM + Leftt_Hand_WSM ) / 2 - Leftt_Hand_WSM = ((-30) + 10) / 2 - 10 = -20- ~( i3 n& W, L/ W* s
[] 然后使用递缩公式将用于攻击的装备IAS折算为EIAS。( x3 ]# p4 u& C
EIAS = (120 * (Right_Hand_IAS + Off_weapon_IAS)) / (Right_Hand_IAS + Off_weapon_IAS + 120) = (120 * (0 + 0)) / (120 + 0) = 0
/ z% P) Q+ v) \2 i, p8 O! ^$ G4 Q0 V, W[] 接下来将以上的计算结果汇总到一起,开始计算a***tion_rate。
. F7 ^+ n; m) a9 d. ^! p& g- Na***tion_rate = EIAS + WSM_factor + attackrate - 30 = 0 + (-20) + 172 - 30 = 122
% `# Q$ N/ B% y2 h; x& _2 {[] 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。
# ?( z9 U/ z4 g& ma***tion_speed = (256 * a***tion_rate)/ 100 = (256 * 122) / 100 = 312
+ G! x9 y5 n' x[] 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。
% W+ \) z$ \. x* n O) \a***tion_position = a***tion_position + a***tion_speed
, _' O) U" |) }- [4 R[] 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:
9 \7 C# b# q" F7 M8 d. ~ L- B& mFrame = 1;a***tion_position = 0;sequence_Frame = 0
4 u& Z$ C; P# uFrame = 2;a***tion_position = 312;sequence_Frame = 1% v" t! z! r& p. D& V
Frame = 3;a***tion_position = 624;sequence_Frame = 2; w2 T+ B s+ d) o6 G7 ^! \% i
Frame = 4;a***tion_position = 936;sequence_Frame = 3
6 w( g% ?. Z5 p( 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。6 [. A, M: `. R3 n3 d
6 c9 ~$ s7 B+ v$ I) uFrame = 5;a***tion_position = 1248;sequence_Frame = 4
/ u% Z. M# J" K; GFrame = 6;a***tion_position = 1560;sequence_Frame = 6
% l' |, u' V1 k5 x# m+ VFrame = 7;a***tion_position = 1872;sequence_Frame = 76 q" ?. }7 i( m8 f! [: D# u
Frame = 8;a***tion_position = 2184;sequence_Frame = 8
, p0 X7 j+ j/ W% K, k: M[] 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。
, Q$ P/ O5 z* x/ y+ ?% QFrame = 9;a***tion_position = 2393;sequence_Frame = 9& a0 Q0 d! _; q, E7 C+ ^8 k
Frame = 10;a***tion_position = 2602;sequence_Frame = 10
- i3 r, F, s! L8 x% G; d5 OFrame = 11;a***tion_position = 2811;sequence_Frame = 104 H* Z1 P( [! N
Frame = 12;a***tion_position = 3020;sequence_Frame = 11; k6 q) K% J2 b1 u
Frame = 13;a***tion_position = 3229;sequence_Frame = 12, }- d! E: e% V& [. v+ o( C
Frame = 14;a***tion_position = 3438;sequence_Frame = 137 z2 m5 J" w9 J' C8 S
Frame = 15;a***tion_position = 3647;sequence_Frame = 14
3 a7 U/ N" s" m; TFrame = 16;a***tion_position = 3856;sequence_Frame = 15
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( M: L' i N' H x* U+ j3 \Frame = 17;a***tion_position = 4065;sequence_Frame = 157 l$ m r& h+ g4 H" p" S5 b/ I
Frame = 18;a***tion_position = 4274;sequence_Frame = 16
2 ?3 }0 S9 V* D! X6 {[] 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。
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' } m. W9 k4 d$ U4 {$ w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:, I; g! u) N8 y+ Q: j1 j
[] 如果主手武器装备在左侧:( G0 g9 P. W6 C" I' d. y
WSM1 = WSM_primary + WSM_secondary - (WSM_primary + WSM_secondary)/2 |9 C6 F9 \- @
WSM2 = 2*WSM_secondary - (WSM_primary + WSM_secondary)/20 o4 i# V$ p5 E5 `! E' v+ B+ ?# K
[] 如果主手武器装备在右侧:
5 h2 k1 \* h5 `# M' U: `WSM1 = (WSM_primary + WSM_secondary)/2 + WSM_primary - WSM_secondary, `- _% A: G; L
WSM2 = (WSM_primary + WSM_secondary)/22 q0 ^3 J3 ?" W0 X
[] EIAS部分的计算:/ {% \+ u5 I3 ?0 K3 U4 ~/ c
EIAS1 = [120*(OIAS + IASprimary)/(120 + OIAS + IASprimary)]
7 G8 E8 x' R: L) S T! |1 VEIAS2 = [120*(OIAS + IASsecondary)/(120 + OIAS + IASsecondary)]. |0 ~1 d* z3 `5 C# ~
[] Acceleration部分的计算:
5 C$ o) O5 {' C: T4 LAcceleration1 = 70 + SIAS + IAS1 - WSM1
& R0 d7 M5 A$ | ? l) ]1 MAcceleration2 = 70 + SIAS + IAS2 - WSM2
8 d+ d8 ?* d! k7 L3 n* `[] FPA部分的计算:
$ ^# x) S. f9 F8 HFPA_1 = {256*9/[256*Acceleration1/100]} - 14 H5 }% u; O2 o. s( g5 Y% i
FPA_2 = {(256*17 - fpa_1*[256*Acceleration1/100])/[256*Acceleration2/100]}
1 N$ |# o- e$ Q* `5 I6 \3 |/ @5 R% WFPA = FPA_1 + FPA_2/ f) X9 u# [2 p7 K, Q
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