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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:/ r/ p! v3 C" f. Q/ j0 b1 @
[] 20级狂乱:SIAS=42
) D/ y0 w! M5 }% J: P# O+ N[] 幻化之刃(PB):WSM=-30;IAS=0 / x& F- m% y9 C3 ^4 ^
[] 巨神之剑(CS):WSM=10;IAS=0
* {8 ]( _* V* M# t y4 r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:+ ?% J6 b9 j9 i9 j4 y6 o
. O; T8 r$ v1 e0 T1 F+ X8 ?[] 首先获取当前的attackrate,也就是StatID=68(ItemStatCost.txt)。7 h' y3 g6 l: r+ C5 K3 p# ^
attackrate = 100 - Right_Hand_WSM + SIAS = 100 - (-30) + 42 = 172/ |# f& v5 Q3 ?; H) I3 |
[] 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 F& B" f A0 t- P
WSM_factor = (Right_Hand_WSM + Leftt_Hand_WSM ) / 2 - Leftt_Hand_WSM = ((-30) + 10) / 2 - 10 = -20) ?2 a' K" f _; V4 C' A
[] 然后使用递缩公式将用于攻击的装备IAS折算为EIAS。* _2 b1 q/ m: ]* ~. x
EIAS = (120 * (Right_Hand_IAS + Off_weapon_IAS)) / (Right_Hand_IAS + Off_weapon_IAS + 120) = (120 * (0 + 0)) / (120 + 0) = 0
3 J0 S2 a4 m0 @( w, b[] 接下来将以上的计算结果汇总到一起,开始计算a***tion_rate。
+ C( l- \7 f' ^7 D3 ]" O, y1 fa***tion_rate = EIAS + WSM_factor + attackrate - 30 = 0 + (-20) + 172 - 30 = 122
& p8 b4 h- }# }: {) \[] 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。, s2 E b9 ]& z1 u) f. S- X
a***tion_speed = (256 * a***tion_rate)/ 100 = (256 * 122) / 100 = 312" @5 E) \" R% \ N7 t/ A9 I
[] 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。( G& y" G0 f+ r% w8 _, V
a***tion_position = a***tion_position + a***tion_speed
9 R3 Y% @* j0 q" Q- S[] 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:
+ U0 w* x/ `! M2 l% d- }Frame = 1;a***tion_position = 0;sequence_Frame = 0( ~: `5 I% J% Z, g$ o. a; J2 G3 @
Frame = 2;a***tion_position = 312;sequence_Frame = 1
" j% F3 U! ^+ Q6 a% E/ @Frame = 3;a***tion_position = 624;sequence_Frame = 2& e$ v+ |% N p6 q- R
Frame = 4;a***tion_position = 936;sequence_Frame = 3
/ T' }5 _6 Z, b9 K1 b[] 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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3 D- i" t* {% D+ q, aFrame = 5;a***tion_position = 1248;sequence_Frame = 4
5 {6 t8 y/ D. @, j' fFrame = 6;a***tion_position = 1560;sequence_Frame = 62 ^) z8 W# \7 N
Frame = 7;a***tion_position = 1872;sequence_Frame = 7+ o7 I/ L4 H3 h& n. Q. q
Frame = 8;a***tion_position = 2184;sequence_Frame = 8% V" p7 y' O2 u- Z( H. M
[] 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。
3 D# f$ o6 c/ J3 O% `6 |& o% aFrame = 9;a***tion_position = 2393;sequence_Frame = 9# R9 B* \1 ~7 N8 u E8 V
Frame = 10;a***tion_position = 2602;sequence_Frame = 10( ~. |( }& a0 }
Frame = 11;a***tion_position = 2811;sequence_Frame = 10
: o6 f; Q4 P4 @5 \% ?Frame = 12;a***tion_position = 3020;sequence_Frame = 11: N; U h8 j) K( E' N, H6 u$ E
Frame = 13;a***tion_position = 3229;sequence_Frame = 12' G' M# q, n7 K* L/ L$ J0 ?4 b- [1 @
Frame = 14;a***tion_position = 3438;sequence_Frame = 133 c* C( e: q+ q9 x8 f
Frame = 15;a***tion_position = 3647;sequence_Frame = 146 t2 t4 q9 E5 B
Frame = 16;a***tion_position = 3856;sequence_Frame = 155 `1 s. I+ l: k7 M
, C0 H6 N2 F$ [9 [2 K. y) y
Frame = 17;a***tion_position = 4065;sequence_Frame = 15* K+ X$ l. u5 _
Frame = 18;a***tion_position = 4274;sequence_Frame = 164 _! h) z# G( u2 G( G
[] 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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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:+ U# m3 W! y( V( R& o( z) R- f$ Z
[] 如果主手武器装备在左侧:
& P. d+ u5 M7 {8 k1 VWSM1 = WSM_primary + WSM_secondary - (WSM_primary + WSM_secondary)/29 `; V% _3 w0 O0 o7 T
WSM2 = 2*WSM_secondary - (WSM_primary + WSM_secondary)/2
8 W) [9 A, ?( b; i4 s[] 如果主手武器装备在右侧:
5 Z, T4 U4 I5 c; B& AWSM1 = (WSM_primary + WSM_secondary)/2 + WSM_primary - WSM_secondary
( V2 V% {; ]' u9 A, s' Y P. O# ?WSM2 = (WSM_primary + WSM_secondary)/2
) ~% v# {" q; W1 A[] EIAS部分的计算:
) a8 |* k6 X9 v6 R9 F5 H* YEIAS1 = [120*(OIAS + IASprimary)/(120 + OIAS + IASprimary)]' Y/ `1 Q: u2 m- h4 z! D4 ?
EIAS2 = [120*(OIAS + IASsecondary)/(120 + OIAS + IASsecondary)]( D% X) v' e1 y
[] Acceleration部分的计算:. f# r9 M1 x: K3 B
Acceleration1 = 70 + SIAS + IAS1 - WSM1% k3 k+ A8 x0 p7 e; }! [: [
Acceleration2 = 70 + SIAS + IAS2 - WSM28 V$ s6 B! Y3 z1 }6 ]
[] FPA部分的计算:2 v/ S2 V( {7 x6 g+ e5 }
FPA_1 = {256*9/[256*Acceleration1/100]} - 1: [9 e+ w6 n3 t' x ?) M
FPA_2 = {(256*17 - fpa_1*[256*Acceleration1/100])/[256*Acceleration2/100]}
* X/ @1 J) Y4 j! TFPA = FPA_1 + FPA_2% r( X3 d; B* j* [+ { g( O" D H
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