|
|
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:
7 a3 s# h* q+ X/ E[] 20级狂乱:SIAS=42 X4 W X5 g9 [& W
[] 幻化之刃(PB):WSM=-30;IAS=0
$ [/ N! R* J. Z, H" p[] 巨神之剑(CS):WSM=10;IAS=0
" c' ^8 N$ c5 H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:9 Q6 o$ ^, J9 w% r
1 u: f, t B& i+ A% E0 Y6 m( U
[] 首先获取当前的attackrate,也就是StatID=68(ItemStatCost.txt)。0 Z" |& n$ P; h7 {' ?! i& U
attackrate = 100 - Right_Hand_WSM + SIAS = 100 - (-30) + 42 = 172
3 @" v7 a# h2 ]+ 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。
# k8 C7 c9 u+ vWSM_factor = (Right_Hand_WSM + Leftt_Hand_WSM ) / 2 - Leftt_Hand_WSM = ((-30) + 10) / 2 - 10 = -20
) b+ N+ i5 z I' V) Q! t: u[] 然后使用递缩公式将用于攻击的装备IAS折算为EIAS。
! W; @1 x% t. T2 uEIAS = (120 * (Right_Hand_IAS + Off_weapon_IAS)) / (Right_Hand_IAS + Off_weapon_IAS + 120) = (120 * (0 + 0)) / (120 + 0) = 09 e% N8 o& |6 R( u P/ i$ M
[] 接下来将以上的计算结果汇总到一起,开始计算a***tion_rate。
, w" }: }6 @4 k) Z3 Z6 Xa***tion_rate = EIAS + WSM_factor + attackrate - 30 = 0 + (-20) + 172 - 30 = 1225 b# R# Z/ h" I& F+ y( }
[] 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。! @& s, i9 f* F& K/ H. j- ?+ o9 a/ y8 j
a***tion_speed = (256 * a***tion_rate)/ 100 = (256 * 122) / 100 = 312
% j$ c* Z! o0 s8 [ ?$ W[] 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。
1 p( n* w, `2 }a***tion_position = a***tion_position + a***tion_speed
1 c" |, S. J! i' a% j[] 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:% Z+ `3 b# x2 j. L- }
Frame = 1;a***tion_position = 0;sequence_Frame = 0) C2 ^) Y$ B) ` i1 n, z
Frame = 2;a***tion_position = 312;sequence_Frame = 1
# k, P' J0 [6 R" B4 o3 UFrame = 3;a***tion_position = 624;sequence_Frame = 2
" ^0 ^; c8 U& C e' EFrame = 4;a***tion_position = 936;sequence_Frame = 3
- o5 p, A' l! n2 r [* C, A5 o% r[] 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。" R+ U% ?5 Z/ @, E1 ~
; |9 k L& E: E. `& z
Frame = 5;a***tion_position = 1248;sequence_Frame = 43 ?( n* Y' M. C5 V2 M
Frame = 6;a***tion_position = 1560;sequence_Frame = 6( m- g( F {) h) ?
Frame = 7;a***tion_position = 1872;sequence_Frame = 7
) l/ f9 Y/ G6 \Frame = 8;a***tion_position = 2184;sequence_Frame = 8: j3 P% |& p- u4 k# R+ a
[] 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。' e% [7 A K, L; X9 G6 A# C+ L; j
Frame = 9;a***tion_position = 2393;sequence_Frame = 9
& g" N: ^1 y' o, E8 p. y& |* I& qFrame = 10;a***tion_position = 2602;sequence_Frame = 10
' O! J0 d0 N" c/ F* b, w; RFrame = 11;a***tion_position = 2811;sequence_Frame = 10 N1 b# b, Z% _% h6 F) S
Frame = 12;a***tion_position = 3020;sequence_Frame = 11
8 {: P( x0 |& oFrame = 13;a***tion_position = 3229;sequence_Frame = 12
0 S1 r5 P0 M' q- S- E3 jFrame = 14;a***tion_position = 3438;sequence_Frame = 13& \0 p- R: x, d# V
Frame = 15;a***tion_position = 3647;sequence_Frame = 14& f% K. C. R1 Z" M: t. v3 a
Frame = 16;a***tion_position = 3856;sequence_Frame = 15: s6 f* h2 K6 \+ J) W/ |
* s. ^- m4 A* ?
Frame = 17;a***tion_position = 4065;sequence_Frame = 15' k% B3 L/ ]1 M" c9 [ R
Frame = 18;a***tion_position = 4274;sequence_Frame = 16
) q6 a& I8 W8 r' w[] 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。6 x6 l9 a3 J- \8 a& o
4 t1 X9 ~% K0 i% P! l2 m& A
+ V/ f3 h1 F5 }$ o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:) J0 `( a8 ^5 o2 x& Z8 D+ N
[] 如果主手武器装备在左侧:
$ q8 B' l. E' K- ?WSM1 = WSM_primary + WSM_secondary - (WSM_primary + WSM_secondary)/2
' N# J+ \% J& v. \WSM2 = 2*WSM_secondary - (WSM_primary + WSM_secondary)/2
. ~: a$ S. t* a5 E& V. D[] 如果主手武器装备在右侧:
* q Y- v/ p6 `5 n: G; YWSM1 = (WSM_primary + WSM_secondary)/2 + WSM_primary - WSM_secondary. }2 L0 B1 L" q3 x" I, z
WSM2 = (WSM_primary + WSM_secondary)/27 ?8 `' D, o( \- K" ^+ a
[] EIAS部分的计算:1 N2 @6 u! c# s7 E. F$ n1 `2 S5 B5 N
EIAS1 = [120*(OIAS + IASprimary)/(120 + OIAS + IASprimary)]" B; G+ Y/ n* M% O
EIAS2 = [120*(OIAS + IASsecondary)/(120 + OIAS + IASsecondary)]
5 Q2 a+ s& z5 H0 Z6 N$ I3 h[] Acceleration部分的计算:/ ^( ?6 K% d( B5 O
Acceleration1 = 70 + SIAS + IAS1 - WSM1
9 ^+ `" h9 V/ `) X- tAcceleration2 = 70 + SIAS + IAS2 - WSM28 G$ c( j' E. R, q
[] FPA部分的计算:, {$ X6 W- d" v# `
FPA_1 = {256*9/[256*Acceleration1/100]} - 1& ]5 O! L7 l6 M4 }" q! i
FPA_2 = {(256*17 - fpa_1*[256*Acceleration1/100])/[256*Acceleration2/100]}/ m5 X0 F% ?% X9 R
FPA = FPA_1 + FPA_2
6 I' y( o7 A" ^' X- v |
|