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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:& C& |* ~) j5 ^# ^# q
[] 20级狂乱:SIAS=42
f. I. j( o9 u8 a$ U5 t[] 幻化之刃(PB):WSM=-30;IAS=0 + \+ L& n( k* R" S1 [+ R
[] 巨神之剑(CS):WSM=10;IAS=04 n& Q$ D; F2 E/ C
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:& T) N H6 ?; @% K, @% _ P/ o
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[] 首先获取当前的attackrate,也就是StatID=68(ItemStatCost.txt)。
! m, Z H y4 \( P/ Z+ J: Lattackrate = 100 - Right_Hand_WSM + SIAS = 100 - (-30) + 42 = 172
3 E/ y2 Y: `' K ?' H[] 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。
; P3 O8 Y% a8 SWSM_factor = (Right_Hand_WSM + Leftt_Hand_WSM ) / 2 - Leftt_Hand_WSM = ((-30) + 10) / 2 - 10 = -20
: ~/ J, d: K3 j' n0 }8 H; f8 Q[] 然后使用递缩公式将用于攻击的装备IAS折算为EIAS。
! j$ `$ h+ g$ |" gEIAS = (120 * (Right_Hand_IAS + Off_weapon_IAS)) / (Right_Hand_IAS + Off_weapon_IAS + 120) = (120 * (0 + 0)) / (120 + 0) = 0) }$ a' D/ _0 i8 i& p# h
[] 接下来将以上的计算结果汇总到一起,开始计算a***tion_rate。' R7 b& E/ D/ Z5 E9 b, s" J
a***tion_rate = EIAS + WSM_factor + attackrate - 30 = 0 + (-20) + 172 - 30 = 1221 U! C4 }, e3 x5 I/ {! a
[] 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。+ E9 X! k' P- a& m" [" p
a***tion_speed = (256 * a***tion_rate)/ 100 = (256 * 122) / 100 = 312
7 x5 `4 T+ p2 ?, u[] 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。
' K7 n' v; [: C# b9 I$ ma***tion_position = a***tion_position + a***tion_speed
3 z2 q6 K' y$ j! w" r" }[] 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# o, O- Q" H) `7 ]7 z0 Z
Frame = 1;a***tion_position = 0;sequence_Frame = 0
$ O1 h) n0 Y1 f6 I( wFrame = 2;a***tion_position = 312;sequence_Frame = 1
# O) `7 j+ q5 {Frame = 3;a***tion_position = 624;sequence_Frame = 2
7 X5 K8 l1 L0 K9 P8 wFrame = 4;a***tion_position = 936;sequence_Frame = 3
/ R/ H. {+ r+ 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。7 b3 _! _2 L( }+ j
9 f2 h( c/ e4 N& S1 Q& b- r+ lFrame = 5;a***tion_position = 1248;sequence_Frame = 4: ]+ H, p$ A ^
Frame = 6;a***tion_position = 1560;sequence_Frame = 6
/ C: X3 Q8 c" W$ W7 b& T8 FFrame = 7;a***tion_position = 1872;sequence_Frame = 7
9 h0 J2 o9 O0 {1 oFrame = 8;a***tion_position = 2184;sequence_Frame = 8
0 A0 R1 v1 j1 d' B" [- ~8 `[] 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。; ~4 x f! ^3 J( S, j. J( m7 F4 l1 x
Frame = 9;a***tion_position = 2393;sequence_Frame = 9; J6 {, k" @! a5 d% P! O% Y
Frame = 10;a***tion_position = 2602;sequence_Frame = 10
1 o! W0 |5 l" z$ IFrame = 11;a***tion_position = 2811;sequence_Frame = 10/ ^; F _; c1 @9 o7 O( B1 r9 t
Frame = 12;a***tion_position = 3020;sequence_Frame = 11
9 V3 Y1 u/ V$ JFrame = 13;a***tion_position = 3229;sequence_Frame = 12! D/ E3 p7 }0 T6 n- g8 i
Frame = 14;a***tion_position = 3438;sequence_Frame = 13, H2 d: A; U# S+ o, h5 `1 l3 j
Frame = 15;a***tion_position = 3647;sequence_Frame = 14) L. ~; F0 T3 r6 d
Frame = 16;a***tion_position = 3856;sequence_Frame = 15# _/ g1 ?/ _; T* g$ b* Y
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Frame = 17;a***tion_position = 4065;sequence_Frame = 15
7 ]4 T5 d- t2 y2 _ fFrame = 18;a***tion_position = 4274;sequence_Frame = 16
% Z2 r) m% e$ U% R/ M2 e[] 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。( \5 u, D+ |0 ^: H/ Z
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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:3 e! S% M7 v- q @
[] 如果主手武器装备在左侧:' S2 o- ^- d( D9 N
WSM1 = WSM_primary + WSM_secondary - (WSM_primary + WSM_secondary)/2. s: a0 p5 Q7 e2 M( K2 G1 J
WSM2 = 2*WSM_secondary - (WSM_primary + WSM_secondary)/24 B2 u# M2 u* h3 u- ~& a3 ~; P' N
[] 如果主手武器装备在右侧:
! p7 K( H! i+ R( lWSM1 = (WSM_primary + WSM_secondary)/2 + WSM_primary - WSM_secondary
8 u6 B& C3 ^5 I3 M) bWSM2 = (WSM_primary + WSM_secondary)/2
8 c, i# r2 F: ]$ n) n, W3 }1 H[] EIAS部分的计算:0 G; L9 \- k5 ]; t0 J4 G
EIAS1 = [120*(OIAS + IASprimary)/(120 + OIAS + IASprimary)]9 m% c/ j# D9 s5 D
EIAS2 = [120*(OIAS + IASsecondary)/(120 + OIAS + IASsecondary)]" a5 w0 {2 i% z* ^
[] Acceleration部分的计算:% D. @; w5 t1 ` G6 g2 H
Acceleration1 = 70 + SIAS + IAS1 - WSM1
- y' P n. K% q6 o r% eAcceleration2 = 70 + SIAS + IAS2 - WSM2$ A, H$ U( Q, O( G! L
[] FPA部分的计算:
# ^7 h }5 e8 G* P _# I% `, hFPA_1 = {256*9/[256*Acceleration1/100]} - 1
$ O+ D6 e- p9 Z& v2 Z( OFPA_2 = {(256*17 - fpa_1*[256*Acceleration1/100])/[256*Acceleration2/100]}
4 d O6 a7 [$ \, ^FPA = FPA_1 + FPA_2
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