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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:
m$ U5 q! y: w[] 20级狂乱:SIAS=42
6 d7 W3 ?3 s' d* l! g[] 幻化之刃(PB):WSM=-30;IAS=0
0 ~3 ^# y' P& i[] 巨神之剑(CS):WSM=10;IAS=0$ X4 H- O8 y) f5 c u
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)。5 D4 N7 q/ e6 G; M; ~
attackrate = 100 - Right_Hand_WSM + SIAS = 100 - (-30) + 42 = 172
% a" S) n* B% D! a6 Y+ L[] 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。
8 {5 d# R& X: o# T% d2 KWSM_factor = (Right_Hand_WSM + Leftt_Hand_WSM ) / 2 - Leftt_Hand_WSM = ((-30) + 10) / 2 - 10 = -20& Z/ s Y$ W3 ]3 ^
[] 然后使用递缩公式将用于攻击的装备IAS折算为EIAS。/ P2 |3 V6 T1 ?/ u+ E( J7 H
EIAS = (120 * (Right_Hand_IAS + Off_weapon_IAS)) / (Right_Hand_IAS + Off_weapon_IAS + 120) = (120 * (0 + 0)) / (120 + 0) = 01 P: f5 P, P1 m
[] 接下来将以上的计算结果汇总到一起,开始计算a***tion_rate。" V& G1 [2 B6 x) ~( v7 j( d
a***tion_rate = EIAS + WSM_factor + attackrate - 30 = 0 + (-20) + 172 - 30 = 122
" ?2 Q3 Y0 ^% C4 `2 k# N[] 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。, w# j3 S' n. ?6 r" l$ A
a***tion_speed = (256 * a***tion_rate)/ 100 = (256 * 122) / 100 = 312# G7 P, u( I ^1 j7 K' r
[] 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。/ U1 T2 Y0 p) T% U- w0 @; s9 z
a***tion_position = a***tion_position + a***tion_speed' |2 C6 C, a: Z8 q# w8 q) h: 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:
( Y: g) @8 p7 ^( D9 f4 cFrame = 1;a***tion_position = 0;sequence_Frame = 0
) X8 { X' H6 x" aFrame = 2;a***tion_position = 312;sequence_Frame = 1, Y9 m6 [% w; _* b+ g" \9 t8 i
Frame = 3;a***tion_position = 624;sequence_Frame = 2- N+ W" Y c2 K( g% u5 A
Frame = 4;a***tion_position = 936;sequence_Frame = 3. r# R: U% I# q/ P, {
[] 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。9 }4 @7 k; G) G1 h
" c6 T* D9 q( l1 gFrame = 5;a***tion_position = 1248;sequence_Frame = 4) }% N) x1 [* C( E" U
Frame = 6;a***tion_position = 1560;sequence_Frame = 6' P: q8 p4 g$ r+ u3 q5 R
Frame = 7;a***tion_position = 1872;sequence_Frame = 7
- b% S6 `9 v+ ^) XFrame = 8;a***tion_position = 2184;sequence_Frame = 88 G. _. M0 x; Q4 g- d2 W
[] 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。7 a. \8 L* U7 v* L5 W I q
Frame = 9;a***tion_position = 2393;sequence_Frame = 9
) ]1 i, `$ C* I! r0 cFrame = 10;a***tion_position = 2602;sequence_Frame = 10& r- u; |& O+ z) i
Frame = 11;a***tion_position = 2811;sequence_Frame = 10
6 A v5 a1 F! \. N8 Z0 ~Frame = 12;a***tion_position = 3020;sequence_Frame = 11
9 j1 f b" p; L' U9 o" v. `# x) KFrame = 13;a***tion_position = 3229;sequence_Frame = 125 K- T8 ?% l8 a V& _- t
Frame = 14;a***tion_position = 3438;sequence_Frame = 13, c+ H, I8 K2 l G$ n- N* N
Frame = 15;a***tion_position = 3647;sequence_Frame = 14
! D* c& ` I- \& f3 lFrame = 16;a***tion_position = 3856;sequence_Frame = 15
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: s* w% S" K& S9 a8 }7 [8 _Frame = 17;a***tion_position = 4065;sequence_Frame = 15
# p$ l K* x1 q6 L3 ?. N zFrame = 18;a***tion_position = 4274;sequence_Frame = 16
% i+ ]3 e& d' {7 z[] 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。. K+ i$ ~4 G4 j7 j- y4 w# M; ~
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: N( d) R- b! c0 e a: z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:
/ w0 G5 q$ Q1 _) B4 T! ^% F' U[] 如果主手武器装备在左侧:: b. y* B% _/ l' b3 d
WSM1 = WSM_primary + WSM_secondary - (WSM_primary + WSM_secondary)/2
# t) \, i c% k( EWSM2 = 2*WSM_secondary - (WSM_primary + WSM_secondary)/29 D8 c! m8 H2 m. n6 V% l
[] 如果主手武器装备在右侧:
- k! m6 F9 f: W: T! d$ [; yWSM1 = (WSM_primary + WSM_secondary)/2 + WSM_primary - WSM_secondary8 e3 {% i( q% j/ W
WSM2 = (WSM_primary + WSM_secondary)/2# `0 C4 l7 U6 a' \
[] EIAS部分的计算:
. e0 M0 C9 M- Y; H' ?! P0 V1 Q, tEIAS1 = [120*(OIAS + IASprimary)/(120 + OIAS + IASprimary)]( d6 K" b7 K+ L m& r% c6 K
EIAS2 = [120*(OIAS + IASsecondary)/(120 + OIAS + IASsecondary)]; [3 N/ V; ?) L
[] Acceleration部分的计算:( [+ ~* H% R' k+ m, Z+ a9 G
Acceleration1 = 70 + SIAS + IAS1 - WSM1) ~ B6 q) a) @1 }* H0 J6 Z
Acceleration2 = 70 + SIAS + IAS2 - WSM2
& u5 T' T' K/ D$ c2 W[] FPA部分的计算:
, H8 p9 z0 U8 y7 OFPA_1 = {256*9/[256*Acceleration1/100]} - 1& K3 s1 t5 i7 a4 @
FPA_2 = {(256*17 - fpa_1*[256*Acceleration1/100])/[256*Acceleration2/100]}/ H5 a/ f* k5 O
FPA = FPA_1 + FPA_2
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