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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:
* \2 @; q' w# V @[] 20级狂乱:SIAS=42; Y; ?" p6 f9 e6 x& Q0 [
[] 幻化之刃(PB):WSM=-30;IAS=0 / k7 o( P# v/ ?: W* s+ m9 c1 E4 o& I9 j7 v
[] 巨神之剑(CS):WSM=10;IAS=0' y: W* ?* P9 b( R [- B: G. E
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:. k' h. g# e. ~! i& u: i
6 X3 o5 c, D- C[] 首先获取当前的attackrate,也就是StatID=68(ItemStatCost.txt)。7 j# S' Y! c( w8 w- y( r1 X: ^& d+ u
attackrate = 100 - Right_Hand_WSM + SIAS = 100 - (-30) + 42 = 172
/ c" l$ b; O$ d5 {1 Q0 b6 F9 M" d- j0 Q[] 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 J2 H1 f2 I8 _- `) c) i
WSM_factor = (Right_Hand_WSM + Leftt_Hand_WSM ) / 2 - Leftt_Hand_WSM = ((-30) + 10) / 2 - 10 = -20
; j$ r8 h8 D* e- J7 h[] 然后使用递缩公式将用于攻击的装备IAS折算为EIAS。
) C8 E; ~& E7 j& V# NEIAS = (120 * (Right_Hand_IAS + Off_weapon_IAS)) / (Right_Hand_IAS + Off_weapon_IAS + 120) = (120 * (0 + 0)) / (120 + 0) = 0
4 [3 M5 @9 w) ^. n[] 接下来将以上的计算结果汇总到一起,开始计算a***tion_rate。
8 d8 i8 n" U3 d, O. ?4 G. L( j" W7 Za***tion_rate = EIAS + WSM_factor + attackrate - 30 = 0 + (-20) + 172 - 30 = 1228 [# w: u- ~9 A$ c% i ?
[] 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。5 i+ b6 J# N6 j( |9 B/ F" Z
a***tion_speed = (256 * a***tion_rate)/ 100 = (256 * 122) / 100 = 312
/ J4 X# f7 W- Q1 x7 F[] 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。
8 I4 x! v$ R. W6 d/ ]a***tion_position = a***tion_position + a***tion_speed
. a1 X( k& c8 a: M; 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:
3 O+ P* L1 l* g3 iFrame = 1;a***tion_position = 0;sequence_Frame = 0+ E5 ^' |4 I) Q/ s( B
Frame = 2;a***tion_position = 312;sequence_Frame = 1# `, N& w% K3 c; N/ b2 ]4 B
Frame = 3;a***tion_position = 624;sequence_Frame = 2
& n2 C& X( D. m: {* U z# XFrame = 4;a***tion_position = 936;sequence_Frame = 32 O! G3 ?5 |" ]/ Y' F7 u
[] 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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9 i; m+ K K1 I, k/ O6 VFrame = 5;a***tion_position = 1248;sequence_Frame = 46 N1 c# V, Q/ z% g! K
Frame = 6;a***tion_position = 1560;sequence_Frame = 6
( F" @5 z' N0 C; P# z; U& ~: [; \Frame = 7;a***tion_position = 1872;sequence_Frame = 7 i* S" u7 ^/ j- |- J
Frame = 8;a***tion_position = 2184;sequence_Frame = 8
0 G1 z' B" A0 Q# T" 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。
/ W, T8 |. ]5 A" Q' G: eFrame = 9;a***tion_position = 2393;sequence_Frame = 9% i" N. N. x' g4 ~5 l
Frame = 10;a***tion_position = 2602;sequence_Frame = 10
7 R; v8 ~# c! ?- Y* ?( yFrame = 11;a***tion_position = 2811;sequence_Frame = 10
! R" J) w6 S* c3 J/ EFrame = 12;a***tion_position = 3020;sequence_Frame = 11
6 C$ ^) K# e3 | J; @$ IFrame = 13;a***tion_position = 3229;sequence_Frame = 121 i c+ `- s1 {5 V: q
Frame = 14;a***tion_position = 3438;sequence_Frame = 13( _7 e" E0 F6 q+ W3 {1 z
Frame = 15;a***tion_position = 3647;sequence_Frame = 142 O) X1 T( y% d& P; O+ d
Frame = 16;a***tion_position = 3856;sequence_Frame = 15" {* k9 c. N% z9 Z/ d, h6 L& B
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Frame = 17;a***tion_position = 4065;sequence_Frame = 15! K7 V4 h% l5 }. k8 O
Frame = 18;a***tion_position = 4274;sequence_Frame = 166 U' t% u( z# l7 f7 o$ p0 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。
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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:# \2 |9 v s( y, Q
[] 如果主手武器装备在左侧:
5 P |, ^4 ~) ?' ?WSM1 = WSM_primary + WSM_secondary - (WSM_primary + WSM_secondary)/2' t) K$ b4 V* z! I
WSM2 = 2*WSM_secondary - (WSM_primary + WSM_secondary)/2
r: H. M8 U* ^( S3 a" V$ T[] 如果主手武器装备在右侧:
# s& M& M% ~! }: r, A2 D1 O0 XWSM1 = (WSM_primary + WSM_secondary)/2 + WSM_primary - WSM_secondary
( D0 y. F& ~7 L6 v% U* r! qWSM2 = (WSM_primary + WSM_secondary)/2! ]! B/ B- J, L
[] EIAS部分的计算:1 v0 A; Z2 G, K1 f3 K9 ^: h
EIAS1 = [120*(OIAS + IASprimary)/(120 + OIAS + IASprimary)]
0 E w6 @3 q* q! qEIAS2 = [120*(OIAS + IASsecondary)/(120 + OIAS + IASsecondary)]; l( `& }5 A' i7 s& t7 V
[] Acceleration部分的计算:% B2 p7 y5 |% G5 D% j3 ^* O% L
Acceleration1 = 70 + SIAS + IAS1 - WSM17 Q! m% ? |( ]- D5 M
Acceleration2 = 70 + SIAS + IAS2 - WSM2
( D0 w- ?/ u+ E[] FPA部分的计算:) M& b( I, ~9 i: h6 A: B
FPA_1 = {256*9/[256*Acceleration1/100]} - 1
; n6 x- C, Q0 g9 n8 C1 E* d+ G ]FPA_2 = {(256*17 - fpa_1*[256*Acceleration1/100])/[256*Acceleration2/100]}+ |8 ]* `6 _1 A4 V' u
FPA = FPA_1 + FPA_2
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