|
|
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:# D9 ^. y3 K, a! [8 d2 T1 Q
[] 20级狂乱:SIAS=42% J6 Z J' d" h* f4 Z$ z5 D' E1 c* x
[] 幻化之刃(PB):WSM=-30;IAS=0
* [6 s; b8 s4 a8 W, z[] 巨神之剑(CS):WSM=10;IAS=0; L# Y9 k: l7 q p
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:- |* `; G! u, E! I: ]' H
" ^7 \& |# [# @5 w) k- p[] 首先获取当前的attackrate,也就是StatID=68(ItemStatCost.txt)。* l$ N9 [/ `. n% U' Q1 F! F
attackrate = 100 - Right_Hand_WSM + SIAS = 100 - (-30) + 42 = 172* O" C& Q) Q6 Q1 d# A& @! J/ E
[] 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。
0 o6 h7 \8 X y2 g4 k2 zWSM_factor = (Right_Hand_WSM + Leftt_Hand_WSM ) / 2 - Leftt_Hand_WSM = ((-30) + 10) / 2 - 10 = -200 T( s+ O/ c8 K! O+ q4 ?
[] 然后使用递缩公式将用于攻击的装备IAS折算为EIAS。9 u; ^3 d% i0 g+ U4 n% {
EIAS = (120 * (Right_Hand_IAS + Off_weapon_IAS)) / (Right_Hand_IAS + Off_weapon_IAS + 120) = (120 * (0 + 0)) / (120 + 0) = 07 a7 i7 R8 a0 a2 L
[] 接下来将以上的计算结果汇总到一起,开始计算a***tion_rate。
, K* X7 D8 T8 q" D5 ?a***tion_rate = EIAS + WSM_factor + attackrate - 30 = 0 + (-20) + 172 - 30 = 122
5 [, b N4 T3 N+ [7 ] \[] 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。
# ]9 j9 q9 r3 p/ m* `a***tion_speed = (256 * a***tion_rate)/ 100 = (256 * 122) / 100 = 312; D, e$ W; t9 E. K+ ]* N
[] 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。
5 i- U' J$ S5 O3 v$ i, xa***tion_position = a***tion_position + a***tion_speed
1 H! m4 I5 p# s6 x[] 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:
2 v v1 @8 u* MFrame = 1;a***tion_position = 0;sequence_Frame = 0( d% {' Y* ^2 u: p* G
Frame = 2;a***tion_position = 312;sequence_Frame = 1
" N% B3 Z' D3 D9 l' hFrame = 3;a***tion_position = 624;sequence_Frame = 2
' l/ A1 Z+ y* ~# j! lFrame = 4;a***tion_position = 936;sequence_Frame = 3
9 f* M" w0 R; Y, z' o[] 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。
8 | S# c6 w. j: ^# C, ]) U6 Q$ u' H2 ~3 J3 C8 B! T( n# Y
Frame = 5;a***tion_position = 1248;sequence_Frame = 4
" O) A4 M' _3 ^Frame = 6;a***tion_position = 1560;sequence_Frame = 6
/ a9 e+ d: t" d' q. p3 u* u: JFrame = 7;a***tion_position = 1872;sequence_Frame = 7
( q5 ]* }: M, t/ H8 v& E" t1 g* K; LFrame = 8;a***tion_position = 2184;sequence_Frame = 8
$ L% o- |' g- {/ b& n: a% S7 i& d! Z[] 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。; K3 w( b8 K1 \5 ]- D t
Frame = 9;a***tion_position = 2393;sequence_Frame = 9+ ~3 E ~+ l% F4 S' `5 c
Frame = 10;a***tion_position = 2602;sequence_Frame = 10
" P" {5 @# y: cFrame = 11;a***tion_position = 2811;sequence_Frame = 10/ S: I# O) {2 U" `1 X A9 _+ Z6 R
Frame = 12;a***tion_position = 3020;sequence_Frame = 119 v7 ]+ Y% K8 |8 ~4 `& z8 E
Frame = 13;a***tion_position = 3229;sequence_Frame = 12
3 {- X3 Z2 ~8 u* I5 m* GFrame = 14;a***tion_position = 3438;sequence_Frame = 13
, | u/ E4 c! s, g- v- d* ~" g ]4 _Frame = 15;a***tion_position = 3647;sequence_Frame = 14
+ E! E. K# i3 q1 _6 B! ~. q, tFrame = 16;a***tion_position = 3856;sequence_Frame = 15
2 h, V$ e7 Q/ V; D, e) W3 |6 |4 `2 g: x+ X: Q. v1 T9 H3 f* \( i
Frame = 17;a***tion_position = 4065;sequence_Frame = 15
( I+ x! v( ?, ?- A$ M3 x: r& ~Frame = 18;a***tion_position = 4274;sequence_Frame = 16+ g- N! O2 Z' R; [8 P( I2 e5 r
[] 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。$ O: ~) N7 U! {" r* w2 c( p
3 p5 N h: A1 ?! |3 H+ u
% M1 W* M3 V$ X# ]$ w s9 C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:. L: K& S2 X% y6 r- a* \9 _& E
[] 如果主手武器装备在左侧:' D- T$ [8 F( z0 q. J
WSM1 = WSM_primary + WSM_secondary - (WSM_primary + WSM_secondary)/2) L X0 [. ]9 j/ F. _) F+ E C' A
WSM2 = 2*WSM_secondary - (WSM_primary + WSM_secondary)/2. C8 |! q! @2 `" m
[] 如果主手武器装备在右侧:
- @0 B+ _2 K# \* ~# ^WSM1 = (WSM_primary + WSM_secondary)/2 + WSM_primary - WSM_secondary
0 P8 W& b5 h* ]7 v' CWSM2 = (WSM_primary + WSM_secondary)/2
/ d3 B4 s. c" H" a. L7 b; B; i( G[] EIAS部分的计算:
6 ?# l( `2 a1 ~EIAS1 = [120*(OIAS + IASprimary)/(120 + OIAS + IASprimary)]
* @" |2 X. A- c/ c+ v: f) L0 FEIAS2 = [120*(OIAS + IASsecondary)/(120 + OIAS + IASsecondary)]
+ `( X; w H5 e4 \; z" V[] Acceleration部分的计算:
, d T/ Z9 C% b. s T0 Y$ r& CAcceleration1 = 70 + SIAS + IAS1 - WSM1, f; _0 u9 f' h ?6 v
Acceleration2 = 70 + SIAS + IAS2 - WSM2
/ e' J* \( q$ m, j: g[] FPA部分的计算:5 n9 U7 h5 }9 c) {
FPA_1 = {256*9/[256*Acceleration1/100]} - 16 w4 x' Y, m/ r4 C3 o; B% O ^
FPA_2 = {(256*17 - fpa_1*[256*Acceleration1/100])/[256*Acceleration2/100]}7 u* y9 k6 T2 j0 Z4 k/ P4 D4 n$ t: ^4 a
FPA = FPA_1 + FPA_2' _; U6 w( A& w: K& Q0 ^9 z! o
|
|