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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:, P' X8 h! Z- \: h. q+ Z6 N& \+ k! g
[] 20级狂乱:SIAS=422 V' K6 }7 _6 q1 X1 @3 h9 a! s
[] 幻化之刃(PB):WSM=-30;IAS=0
0 q5 F' E; c8 l4 y# i0 e/ [/ i[] 巨神之剑(CS):WSM=10;IAS=05 S+ g$ Y* }3 y! y, G
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:! l, [# q4 I1 F
& X/ n. q' F3 h; \0 R# Z- v! q[] 首先获取当前的attackrate,也就是StatID=68(ItemStatCost.txt)。7 M- x Y8 T& z4 b9 u: I
attackrate = 100 - Right_Hand_WSM + SIAS = 100 - (-30) + 42 = 172
! z; i5 _8 x: o$ Z" l4 G: V0 z/ 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。
$ M4 M3 j2 a, ^# H7 wWSM_factor = (Right_Hand_WSM + Leftt_Hand_WSM ) / 2 - Leftt_Hand_WSM = ((-30) + 10) / 2 - 10 = -20& S' J5 k1 [! l) r
[] 然后使用递缩公式将用于攻击的装备IAS折算为EIAS。8 K9 V" N a1 q( x+ d6 Z& j8 w# `
EIAS = (120 * (Right_Hand_IAS + Off_weapon_IAS)) / (Right_Hand_IAS + Off_weapon_IAS + 120) = (120 * (0 + 0)) / (120 + 0) = 0, h5 h' E7 Z _- P5 l* q4 {
[] 接下来将以上的计算结果汇总到一起,开始计算a***tion_rate。3 M; u9 i1 Q' Y7 M3 X5 {
a***tion_rate = EIAS + WSM_factor + attackrate - 30 = 0 + (-20) + 172 - 30 = 1225 f3 V9 w$ H4 J: [
[] 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 u, b! B/ ?) ]# V# |
a***tion_speed = (256 * a***tion_rate)/ 100 = (256 * 122) / 100 = 312' s: m7 [) H9 m
[] 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。8 \9 t$ r) {0 c( j: {6 H3 W
a***tion_position = a***tion_position + a***tion_speed
" |) G. B# F+ e0 M, P/ `$ E[] 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:1 @9 T k; R6 J) Q q6 l& G
Frame = 1;a***tion_position = 0;sequence_Frame = 0
) C$ g/ E% d) @+ N9 R: z- ?Frame = 2;a***tion_position = 312;sequence_Frame = 1 s3 _( c/ R( K# e3 e1 T
Frame = 3;a***tion_position = 624;sequence_Frame = 21 B& c. o0 L. ~" s! H& I
Frame = 4;a***tion_position = 936;sequence_Frame = 3
3 F! `+ |3 [/ d- v[] 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 = 4! u- f+ w( e" C$ e: X: o2 ]
Frame = 6;a***tion_position = 1560;sequence_Frame = 6
9 |) v. h8 \) r5 PFrame = 7;a***tion_position = 1872;sequence_Frame = 7
4 C$ ]: {5 n$ w* D. WFrame = 8;a***tion_position = 2184;sequence_Frame = 8" j) Y. ?. r- ?# n6 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。
& |" |$ x3 `) E% z9 gFrame = 9;a***tion_position = 2393;sequence_Frame = 97 i5 j5 q- r6 I
Frame = 10;a***tion_position = 2602;sequence_Frame = 10
2 S" O1 P" [; E3 d% h( nFrame = 11;a***tion_position = 2811;sequence_Frame = 10
. h9 v3 Y3 |: V' [* B& E2 d( L6 p- GFrame = 12;a***tion_position = 3020;sequence_Frame = 11( j, X* O3 A4 Y* ?& B0 G* I2 r
Frame = 13;a***tion_position = 3229;sequence_Frame = 12
" C8 x/ c) W7 z% Q% F2 H$ T( VFrame = 14;a***tion_position = 3438;sequence_Frame = 13
* T% t! E% h; X ~6 t+ o9 KFrame = 15;a***tion_position = 3647;sequence_Frame = 148 l6 V" S# q4 G& i
Frame = 16;a***tion_position = 3856;sequence_Frame = 155 z; O! p& ?4 s3 C5 _
* F* f5 k8 c/ o" Y- VFrame = 17;a***tion_position = 4065;sequence_Frame = 15: ^7 M$ m2 w$ P" Q3 D$ Z
Frame = 18;a***tion_position = 4274;sequence_Frame = 160 C+ E- N; L3 v- C# D: w; l) a
[] 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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9 z; s4 I: i" L0 k- F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:5 H |, k' O& x" O
[] 如果主手武器装备在左侧:/ A9 }8 y6 B" Y8 t" {8 Z& B: Z
WSM1 = WSM_primary + WSM_secondary - (WSM_primary + WSM_secondary)/21 l: i7 b1 \8 G
WSM2 = 2*WSM_secondary - (WSM_primary + WSM_secondary)/2& P9 a0 ]1 d! [% G
[] 如果主手武器装备在右侧:
! h1 E$ D" y# y: b! _2 P2 KWSM1 = (WSM_primary + WSM_secondary)/2 + WSM_primary - WSM_secondary: [# O7 L& c$ q4 X6 U+ u, E
WSM2 = (WSM_primary + WSM_secondary)/23 i( v, F [! P1 N- U& W; x
[] EIAS部分的计算:
( c( n0 B1 l& i' g7 R/ n5 Y& V s+ qEIAS1 = [120*(OIAS + IASprimary)/(120 + OIAS + IASprimary)]# b$ f+ O8 p/ N4 |7 a$ U6 Q' [+ X
EIAS2 = [120*(OIAS + IASsecondary)/(120 + OIAS + IASsecondary)]; Z% u) J: _6 @" I5 v- a3 p/ u4 L
[] Acceleration部分的计算:2 ~' j7 p S0 G- z' B# W) e+ b
Acceleration1 = 70 + SIAS + IAS1 - WSM1
5 S8 r1 n# l) i- ]& N* U# k" t" i7 |Acceleration2 = 70 + SIAS + IAS2 - WSM2
, k* U2 ` ]$ h$ m[] FPA部分的计算:$ L, M& n4 }8 N) w6 f( K; n$ n
FPA_1 = {256*9/[256*Acceleration1/100]} - 1
1 y' ^9 d1 T* J! f# mFPA_2 = {(256*17 - fpa_1*[256*Acceleration1/100])/[256*Acceleration2/100]}5 K6 u' x1 @. i' @
FPA = FPA_1 + FPA_2 D' W% H; f5 M! O5 h( _% U& ~1 }* {" J
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