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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:+ Y! h( o5 `1 Y2 v- W/ a
[] 20级狂乱:SIAS=42
- I0 V Z" x- W5 r/ G2 J[] 幻化之刃(PB):WSM=-30;IAS=0 |: e" x* n% j% m" V
[] 巨神之剑(CS):WSM=10;IAS=0
8 L/ Q# @% i/ f7 ?: N2 W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)。 T+ }- `- @) g& k
attackrate = 100 - Right_Hand_WSM + SIAS = 100 - (-30) + 42 = 172( |5 ^8 l6 }8 ~" Y1 U; p- Y
[] 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。! M. _/ m( x# M- B' i$ H
WSM_factor = (Right_Hand_WSM + Leftt_Hand_WSM ) / 2 - Leftt_Hand_WSM = ((-30) + 10) / 2 - 10 = -20$ O5 H5 I4 k, p: l: N9 z* b$ k
[] 然后使用递缩公式将用于攻击的装备IAS折算为EIAS。0 W8 H6 o6 d- n3 Q k% d
EIAS = (120 * (Right_Hand_IAS + Off_weapon_IAS)) / (Right_Hand_IAS + Off_weapon_IAS + 120) = (120 * (0 + 0)) / (120 + 0) = 0
7 \; [1 h W# }& l; h4 m[] 接下来将以上的计算结果汇总到一起,开始计算a***tion_rate。" b9 g$ i E2 j# L+ F
a***tion_rate = EIAS + WSM_factor + attackrate - 30 = 0 + (-20) + 172 - 30 = 1225 R# Z; O- `% g$ O
[] 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。
7 @0 x. {7 P5 m9 m4 na***tion_speed = (256 * a***tion_rate)/ 100 = (256 * 122) / 100 = 312
3 g; E: L4 ^7 I( g4 Z: r! Y ~[] 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。
0 a# }- r! _( F+ v, a( a* Qa***tion_position = a***tion_position + a***tion_speed: A* Z+ R7 |1 P3 M) o
[] 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:# t A3 X4 [+ }/ {5 f' @0 J
Frame = 1;a***tion_position = 0;sequence_Frame = 05 u7 B2 A- ?2 G% o) G
Frame = 2;a***tion_position = 312;sequence_Frame = 1" ]1 h" `7 \! D9 A& Y
Frame = 3;a***tion_position = 624;sequence_Frame = 2
3 t# v9 \' j2 C7 MFrame = 4;a***tion_position = 936;sequence_Frame = 3
: n- L# p$ ]9 {9 t0 \3 z4 S[] 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。: w: G% U1 x. V+ L; q
. G2 Z: j. H% M7 b7 L. jFrame = 5;a***tion_position = 1248;sequence_Frame = 4
6 [ Q! @- { y# `- V: j4 Y0 c [& SFrame = 6;a***tion_position = 1560;sequence_Frame = 6
7 p8 D4 z! L3 `+ QFrame = 7;a***tion_position = 1872;sequence_Frame = 71 M4 {% x0 k' A! ~
Frame = 8;a***tion_position = 2184;sequence_Frame = 8, ^% e* q: K$ ]7 A3 u1 ] O
[] 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。0 E1 @' B7 ]7 @* u4 r
Frame = 9;a***tion_position = 2393;sequence_Frame = 9
, g6 x7 s2 S# p5 |% U. D BFrame = 10;a***tion_position = 2602;sequence_Frame = 10' B& ]/ v! ?2 j
Frame = 11;a***tion_position = 2811;sequence_Frame = 10
& l \0 T* v. NFrame = 12;a***tion_position = 3020;sequence_Frame = 11
1 B) n) X3 u/ d& \Frame = 13;a***tion_position = 3229;sequence_Frame = 129 [7 U% T5 _9 s7 x( g' I# a6 l' W
Frame = 14;a***tion_position = 3438;sequence_Frame = 13+ V+ ^0 l- P0 d, t# F
Frame = 15;a***tion_position = 3647;sequence_Frame = 14
2 y0 k! s0 I. L$ Q9 ^Frame = 16;a***tion_position = 3856;sequence_Frame = 15
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' r) F& W: j2 N+ QFrame = 17;a***tion_position = 4065;sequence_Frame = 152 v6 X! Z; p7 m+ c
Frame = 18;a***tion_position = 4274;sequence_Frame = 16
+ Y2 _! ?- H0 B1 i: R( x[] 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。, d) M) k4 T8 I2 k' c
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; Z* |$ i1 O# Q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:3 [: O* u& a' O; N. q
[] 如果主手武器装备在左侧: _( G Y( Q$ b, p' N
WSM1 = WSM_primary + WSM_secondary - (WSM_primary + WSM_secondary)/2/ v6 l$ R3 x" J# |/ b4 s
WSM2 = 2*WSM_secondary - (WSM_primary + WSM_secondary)/2% W( B$ ]8 [: @0 w
[] 如果主手武器装备在右侧: 7 d! x% W; J# g/ |8 D. W5 E
WSM1 = (WSM_primary + WSM_secondary)/2 + WSM_primary - WSM_secondary( d, @: M1 o7 v0 w
WSM2 = (WSM_primary + WSM_secondary)/2
, x/ x1 j" _2 `& {* n/ i[] EIAS部分的计算:
- C, q" a+ `) R: O. P" c; j! IEIAS1 = [120*(OIAS + IASprimary)/(120 + OIAS + IASprimary)]
4 v: w) F: \$ @6 O6 X1 B9 A* k+ x7 SEIAS2 = [120*(OIAS + IASsecondary)/(120 + OIAS + IASsecondary)]; u' l$ Z6 ~7 [% a! S: ^5 M/ m
[] Acceleration部分的计算:& V* _: I! X& y$ r: K
Acceleration1 = 70 + SIAS + IAS1 - WSM1
3 V, d- i0 I& c! b/ V9 Q: R2 W) G MAcceleration2 = 70 + SIAS + IAS2 - WSM2
+ L- s2 E4 F1 ~( E/ X. d R; x: V[] FPA部分的计算:
) L( H! i# x) V$ r. UFPA_1 = {256*9/[256*Acceleration1/100]} - 1
- d( y+ _% N1 G! E1 u6 a; fFPA_2 = {(256*17 - fpa_1*[256*Acceleration1/100])/[256*Acceleration2/100]}
; Z8 @9 n" V4 v0 Y! e( I" HFPA = FPA_1 + FPA_2: L) K/ s+ T# b+ W# x) C# m
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