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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:
! l- y* c, i9 M2 `0 |[] 20级狂乱:SIAS=42& n8 p4 p% j$ p3 F6 X% o
[] 幻化之刃(PB):WSM=-30;IAS=0 - z8 `# x3 }1 _2 n& w+ A# o
[] 巨神之剑(CS):WSM=10;IAS=0
' e/ w) G, ]2 P5 Q: r! Q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:4 e# P& A+ W: k5 c( S0 Y0 x: t
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[] 首先获取当前的attackrate,也就是StatID=68(ItemStatCost.txt)。* w8 ?3 M- l( ?3 _9 e
attackrate = 100 - Right_Hand_WSM + SIAS = 100 - (-30) + 42 = 172
% H- G% |; W c6 v/ o9 N: W$ c[] 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。1 L; e: c; U& t. o- B
WSM_factor = (Right_Hand_WSM + Leftt_Hand_WSM ) / 2 - Leftt_Hand_WSM = ((-30) + 10) / 2 - 10 = -20# F4 r! x+ f8 k- @* b
[] 然后使用递缩公式将用于攻击的装备IAS折算为EIAS。 U3 r/ E, f5 l+ ?9 s7 i' f
EIAS = (120 * (Right_Hand_IAS + Off_weapon_IAS)) / (Right_Hand_IAS + Off_weapon_IAS + 120) = (120 * (0 + 0)) / (120 + 0) = 0
9 D( J! B. `0 n A: {[] 接下来将以上的计算结果汇总到一起,开始计算a***tion_rate。/ d, z; ^1 l2 ~: |
a***tion_rate = EIAS + WSM_factor + attackrate - 30 = 0 + (-20) + 172 - 30 = 122) g) _$ \* j5 I: [* I2 l
[] 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。
. ]/ u+ \" p# T' F/ la***tion_speed = (256 * a***tion_rate)/ 100 = (256 * 122) / 100 = 312
! }! s/ g# J6 a& s1 K[] 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。* I: [& o s% Z" j' \
a***tion_position = a***tion_position + a***tion_speed+ [0 }! l9 N$ j% P, 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:
0 L) w1 q2 z' _0 O! oFrame = 1;a***tion_position = 0;sequence_Frame = 03 u" U* `! N+ z2 x- E
Frame = 2;a***tion_position = 312;sequence_Frame = 1
' @6 U( s( k2 z% qFrame = 3;a***tion_position = 624;sequence_Frame = 2! Q: J5 c% a3 Z2 \0 q
Frame = 4;a***tion_position = 936;sequence_Frame = 3
, ?$ ` A, p& s. B[] 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。
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Frame = 5;a***tion_position = 1248;sequence_Frame = 48 o0 { B# l' v4 `/ w4 R* ?
Frame = 6;a***tion_position = 1560;sequence_Frame = 6
4 x8 ^0 o% S7 B8 NFrame = 7;a***tion_position = 1872;sequence_Frame = 7
/ v$ P2 O! x5 e2 Q3 q" I1 TFrame = 8;a***tion_position = 2184;sequence_Frame = 8# G4 p; {+ p8 h0 S
[] 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。 S) Q7 ]& A6 q6 {' W
Frame = 9;a***tion_position = 2393;sequence_Frame = 9
; p( D) g& C4 U W) RFrame = 10;a***tion_position = 2602;sequence_Frame = 10
6 z* b: N8 H# BFrame = 11;a***tion_position = 2811;sequence_Frame = 109 b' q% p& O" j1 h' |! p1 y! d
Frame = 12;a***tion_position = 3020;sequence_Frame = 11! x' E% ]% y# k' X" E3 H/ b
Frame = 13;a***tion_position = 3229;sequence_Frame = 12
+ a5 M% n$ K& CFrame = 14;a***tion_position = 3438;sequence_Frame = 13
/ u" G$ I* G0 M* W* r2 G) w/ L- pFrame = 15;a***tion_position = 3647;sequence_Frame = 144 i9 r+ T4 p$ E2 T
Frame = 16;a***tion_position = 3856;sequence_Frame = 155 b- q, [3 E1 E5 h- U3 A+ b X
. f6 C2 ]/ n* a+ {2 JFrame = 17;a***tion_position = 4065;sequence_Frame = 15
1 ]" c% G: {# j+ N7 L+ Y2 F: ]2 yFrame = 18;a***tion_position = 4274;sequence_Frame = 16; R6 l2 [/ y7 P
[] 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。2 O: y6 P& g- d. Q, O
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: C. y8 {- E1 X; U# e& g5 P% 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:
! Q# _% Q0 a% E( w: M. E7 x% Y' C. v[] 如果主手武器装备在左侧:
& b h8 E8 S. L. Q7 a& p$ fWSM1 = WSM_primary + WSM_secondary - (WSM_primary + WSM_secondary)/2" o5 {5 M# r5 f! G) r+ M' Y- p
WSM2 = 2*WSM_secondary - (WSM_primary + WSM_secondary)/2
. Q b! q0 M4 K B[] 如果主手武器装备在右侧: , T$ |+ G* O: F
WSM1 = (WSM_primary + WSM_secondary)/2 + WSM_primary - WSM_secondary# A8 Q( @# \6 u0 ~
WSM2 = (WSM_primary + WSM_secondary)/2& h3 c2 ~1 H4 L, B! U
[] EIAS部分的计算:: O6 ?$ G! S+ ~1 J' t) q
EIAS1 = [120*(OIAS + IASprimary)/(120 + OIAS + IASprimary)]
5 o: T# ]- @ f- t! q# `EIAS2 = [120*(OIAS + IASsecondary)/(120 + OIAS + IASsecondary)]
0 p/ x+ D% x5 _/ J4 |[] Acceleration部分的计算:
4 D' [2 Q+ ~+ M" i X1 x* XAcceleration1 = 70 + SIAS + IAS1 - WSM1
- H4 X! }/ l; ]$ O( r6 ^Acceleration2 = 70 + SIAS + IAS2 - WSM2
0 p7 G" Z: W+ x7 W1 U) }! l- p[] FPA部分的计算:# g; V+ v- f) b4 v4 o8 |$ @" @
FPA_1 = {256*9/[256*Acceleration1/100]} - 1
+ s/ x1 @/ ^. ~3 g8 Z& {5 i2 A* `FPA_2 = {(256*17 - fpa_1*[256*Acceleration1/100])/[256*Acceleration2/100]}
0 p. P+ Q4 |2 u6 n' s6 e' k1 J# gFPA = FPA_1 + FPA_2
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