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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:
% ]% O+ f9 o7 P9 D/ _2 v[] 20级狂乱:SIAS=42
+ {/ u1 q/ ?4 m2 _; i) _6 W[] 幻化之刃(PB):WSM=-30;IAS=0 2 i1 i" a3 y- q) m. b3 \4 I
[] 巨神之剑(CS):WSM=10;IAS=02 W; b% I8 M* N
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:: }& A( Q& x% y0 H8 _% Z$ k- c
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[] 首先获取当前的attackrate,也就是StatID=68(ItemStatCost.txt)。
0 l) Q; ^6 p; d& c, \) Uattackrate = 100 - Right_Hand_WSM + SIAS = 100 - (-30) + 42 = 172
1 w$ J/ c, I% L) {( b[] 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。8 i, V/ D# P$ P# t; Y. I* M
WSM_factor = (Right_Hand_WSM + Leftt_Hand_WSM ) / 2 - Leftt_Hand_WSM = ((-30) + 10) / 2 - 10 = -201 S- j7 B/ F4 f O1 J
[] 然后使用递缩公式将用于攻击的装备IAS折算为EIAS。
. ?9 l" D4 i( kEIAS = (120 * (Right_Hand_IAS + Off_weapon_IAS)) / (Right_Hand_IAS + Off_weapon_IAS + 120) = (120 * (0 + 0)) / (120 + 0) = 0
( h) `! _) e- `8 z' S[] 接下来将以上的计算结果汇总到一起,开始计算a***tion_rate。
1 b7 s- P$ m: X* c" S% ra***tion_rate = EIAS + WSM_factor + attackrate - 30 = 0 + (-20) + 172 - 30 = 122 I" v" p2 T4 d2 z: g
[] 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。7 |/ R0 b7 M1 E6 j9 {
a***tion_speed = (256 * a***tion_rate)/ 100 = (256 * 122) / 100 = 3126 l6 [3 s) R% Q: q
[] 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。2 M, K; \1 b, J
a***tion_position = a***tion_position + a***tion_speed
0 c% j8 w+ I1 b. D3 I1 i w5 v[] 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:; ~4 I& p: d/ W
Frame = 1;a***tion_position = 0;sequence_Frame = 0
! z1 ], h: |9 O, c; ~2 }* c$ ]Frame = 2;a***tion_position = 312;sequence_Frame = 1: @, a \3 G$ L' Q8 ]) ]
Frame = 3;a***tion_position = 624;sequence_Frame = 2. U! I) l; P$ Q8 w# g% F# q3 _
Frame = 4;a***tion_position = 936;sequence_Frame = 3
0 y7 F% I! r$ L[] 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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p% v! G V L1 u* pFrame = 5;a***tion_position = 1248;sequence_Frame = 4' {2 D* o l$ m
Frame = 6;a***tion_position = 1560;sequence_Frame = 6
9 S& i8 u/ x; I5 C' l" L( ]- oFrame = 7;a***tion_position = 1872;sequence_Frame = 79 q, P. ~ R ^: n. _
Frame = 8;a***tion_position = 2184;sequence_Frame = 8
* V2 M& I: }2 f8 s' _7 }[] 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。. s& J) W" }7 E+ j. V" I
Frame = 9;a***tion_position = 2393;sequence_Frame = 9# r w+ ~" y% Q/ H
Frame = 10;a***tion_position = 2602;sequence_Frame = 108 a, I1 @0 N1 o/ ^8 F: M# Q+ c/ C
Frame = 11;a***tion_position = 2811;sequence_Frame = 10
0 p% J% l! q- M& @; d+ A: l! aFrame = 12;a***tion_position = 3020;sequence_Frame = 11
3 Y. N3 }( |, D4 f: NFrame = 13;a***tion_position = 3229;sequence_Frame = 12
: f7 i" K+ F+ D9 Q7 bFrame = 14;a***tion_position = 3438;sequence_Frame = 13
- _0 z* B+ s, \- Y7 d. l- aFrame = 15;a***tion_position = 3647;sequence_Frame = 141 q! b+ _: ?4 p* W6 c
Frame = 16;a***tion_position = 3856;sequence_Frame = 15
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Frame = 17;a***tion_position = 4065;sequence_Frame = 15
, c! c8 I5 q1 [) o: a: }3 i: MFrame = 18;a***tion_position = 4274;sequence_Frame = 16
1 K& G2 J% N' s( F4 v[] 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。8 k6 V0 A m1 B+ g+ c
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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:
6 p" G% m) y. A% ^, H! ~[] 如果主手武器装备在左侧:, K! r* o& O/ d5 u
WSM1 = WSM_primary + WSM_secondary - (WSM_primary + WSM_secondary)/2! x% R& z' H6 B0 m. X: |
WSM2 = 2*WSM_secondary - (WSM_primary + WSM_secondary)/2
+ p, t6 \5 T% U% } H" v[] 如果主手武器装备在右侧: . C* D. \. [- h4 X" N) F6 t
WSM1 = (WSM_primary + WSM_secondary)/2 + WSM_primary - WSM_secondary: ^$ Q, j+ E! m* }& M
WSM2 = (WSM_primary + WSM_secondary)/2
1 J9 a& e! e+ g3 W[] EIAS部分的计算:
% ]! b9 F9 [8 J2 b3 tEIAS1 = [120*(OIAS + IASprimary)/(120 + OIAS + IASprimary)]
5 o3 K' Z: [7 h* ?5 UEIAS2 = [120*(OIAS + IASsecondary)/(120 + OIAS + IASsecondary)]
k* h0 |4 p, P: O[] Acceleration部分的计算:
0 g, J! t! R2 b& i# o0 aAcceleration1 = 70 + SIAS + IAS1 - WSM1
( T" O+ [( w# r. HAcceleration2 = 70 + SIAS + IAS2 - WSM2
+ a8 B/ Z }5 X+ c[] FPA部分的计算:$ E3 M. ^- R0 H1 H4 f0 n6 b( V
FPA_1 = {256*9/[256*Acceleration1/100]} - 1
" a$ H3 W/ I% D z* _0 s3 M7 @FPA_2 = {(256*17 - fpa_1*[256*Acceleration1/100])/[256*Acceleration2/100]}
4 O* |5 d5 m$ Z3 r PFPA = FPA_1 + FPA_2
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