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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:% u8 v9 f& X4 [1 u- \( W
[] 20级狂乱:SIAS=42* z' Y& _, k+ H
[] 幻化之刃(PB):WSM=-30;IAS=0
5 L/ d1 Z$ j1 d[] 巨神之剑(CS):WSM=10;IAS=0
5 g) |$ U* ? m* c6 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:
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[] 首先获取当前的attackrate,也就是StatID=68(ItemStatCost.txt)。
3 X# b# p5 R* Y8 o$ y1 Sattackrate = 100 - Right_Hand_WSM + SIAS = 100 - (-30) + 42 = 172
8 X% f) p0 }# V" J# H# V2 J[] 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。6 G+ k, ?; x/ D7 j
WSM_factor = (Right_Hand_WSM + Leftt_Hand_WSM ) / 2 - Leftt_Hand_WSM = ((-30) + 10) / 2 - 10 = -20
) N# |( o3 e" I6 V/ F[] 然后使用递缩公式将用于攻击的装备IAS折算为EIAS。
f4 t% _. t, r. H+ HEIAS = (120 * (Right_Hand_IAS + Off_weapon_IAS)) / (Right_Hand_IAS + Off_weapon_IAS + 120) = (120 * (0 + 0)) / (120 + 0) = 0
5 U6 I) L& y9 ?5 F" Y/ e; z4 ?[] 接下来将以上的计算结果汇总到一起,开始计算a***tion_rate。
# F( y( V; \6 ~8 ~/ p- c; Ra***tion_rate = EIAS + WSM_factor + attackrate - 30 = 0 + (-20) + 172 - 30 = 1220 I4 O) S/ p8 x. G7 D1 U T
[] 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。) r& w7 l4 ]% n H$ R6 ^% @
a***tion_speed = (256 * a***tion_rate)/ 100 = (256 * 122) / 100 = 312
* \! z! g3 w$ ?6 K9 h! @[] 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。3 O( v' w- D: W' j
a***tion_position = a***tion_position + a***tion_speed1 p* ]* @% z- T- 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:
& ~. u4 x7 ?1 y8 w1 c ?7 fFrame = 1;a***tion_position = 0;sequence_Frame = 0. k0 j7 ]0 x9 F1 Y+ N
Frame = 2;a***tion_position = 312;sequence_Frame = 1% S1 L* S/ \9 o! I; G
Frame = 3;a***tion_position = 624;sequence_Frame = 2
* P' N4 B! U2 L. UFrame = 4;a***tion_position = 936;sequence_Frame = 3: |5 w$ D9 j/ F& d; 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。
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Frame = 5;a***tion_position = 1248;sequence_Frame = 4
: M3 e, X- d8 OFrame = 6;a***tion_position = 1560;sequence_Frame = 6
( @0 j* H' y- s" B6 U1 E/ TFrame = 7;a***tion_position = 1872;sequence_Frame = 7! w) N- E$ Z, E' D! B' c: M
Frame = 8;a***tion_position = 2184;sequence_Frame = 8
6 w1 d: |/ X/ e' l[] 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。+ A8 h% m% E7 q+ j5 t$ B# ?0 V1 Q- P
Frame = 9;a***tion_position = 2393;sequence_Frame = 90 g" Z1 O1 h# b( o
Frame = 10;a***tion_position = 2602;sequence_Frame = 10
; t# x6 d5 i, h; Z- q; V- QFrame = 11;a***tion_position = 2811;sequence_Frame = 106 o/ O A" d9 E8 x+ T
Frame = 12;a***tion_position = 3020;sequence_Frame = 11& L# V$ l ~4 I' C
Frame = 13;a***tion_position = 3229;sequence_Frame = 12: M" r5 j* [0 v6 J
Frame = 14;a***tion_position = 3438;sequence_Frame = 134 W! |; e- d: b a
Frame = 15;a***tion_position = 3647;sequence_Frame = 14
; n* Q% h" G; w1 P. l. IFrame = 16;a***tion_position = 3856;sequence_Frame = 15' U7 x2 O. Q2 L4 R- C" S e& e' O
4 q+ V" p: ~0 r" H/ s/ d) V, CFrame = 17;a***tion_position = 4065;sequence_Frame = 152 S" ~4 j. P4 ^3 R) [
Frame = 18;a***tion_position = 4274;sequence_Frame = 161 l5 m- G5 f2 R5 y& N1 \& M8 @
[] 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。8 }& H* G& c* B3 e- I
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! z6 u7 z) F/ P7 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: ]" m2 b) |4 \8 i$ c1 P
[] 如果主手武器装备在左侧:* q- s0 z5 I+ d4 R1 }1 g
WSM1 = WSM_primary + WSM_secondary - (WSM_primary + WSM_secondary)/2
' ^8 L# w; W$ u& T, K' \WSM2 = 2*WSM_secondary - (WSM_primary + WSM_secondary)/2
3 X7 t' B3 A7 D5 b) C S. B" k[] 如果主手武器装备在右侧: / m% @/ y$ ?6 ]+ ?9 C
WSM1 = (WSM_primary + WSM_secondary)/2 + WSM_primary - WSM_secondary
; C; \) _: q) S @3 Z9 S2 bWSM2 = (WSM_primary + WSM_secondary)/27 G: X* ]/ M8 G: l# L, a' ^
[] EIAS部分的计算:1 Y6 U+ v! q8 n8 [. n6 H8 R5 N
EIAS1 = [120*(OIAS + IASprimary)/(120 + OIAS + IASprimary)] u0 R+ `" M* h" Y0 X5 e
EIAS2 = [120*(OIAS + IASsecondary)/(120 + OIAS + IASsecondary)]
2 d2 J* O5 {2 F" s/ L2 A[] Acceleration部分的计算:
; y! d# I! Y/ e& l: DAcceleration1 = 70 + SIAS + IAS1 - WSM1# Q. [# l u' ]$ G1 f
Acceleration2 = 70 + SIAS + IAS2 - WSM2
3 O* M5 S8 ^6 d& t6 {# Z[] FPA部分的计算:* n8 M3 E& q. _+ k& {
FPA_1 = {256*9/[256*Acceleration1/100]} - 11 d- Q, {/ H; _+ G( c: J" q/ Q* ~
FPA_2 = {(256*17 - fpa_1*[256*Acceleration1/100])/[256*Acceleration2/100]}
. L8 D4 w! p8 n% y9 {FPA = FPA_1 + FPA_2* U) Q; F" x5 R- T
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