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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:
, j. y" l" Q5 }[] 20级狂乱:SIAS=42. I) D" M& M! j- |4 W) |0 t
[] 幻化之刃(PB):WSM=-30;IAS=0
$ }$ ^# U$ t3 X, g# \[] 巨神之剑(CS):WSM=10;IAS=06 ?" f$ }3 _2 B& x! ]3 U! a% E% x
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:9 U1 h- [( D/ p& K
! O) ^. u `- }! B e[] 首先获取当前的attackrate,也就是StatID=68(ItemStatCost.txt)。( [, k+ |3 n% E) X& \1 a
attackrate = 100 - Right_Hand_WSM + SIAS = 100 - (-30) + 42 = 172
, `. j8 j! a7 P, I+ B( w; 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。
. Z# G- Z; _7 r# a0 ^* D2 n" [ u$ AWSM_factor = (Right_Hand_WSM + Leftt_Hand_WSM ) / 2 - Leftt_Hand_WSM = ((-30) + 10) / 2 - 10 = -20
! B3 E5 d8 F* c. }. Q% W3 p+ o[] 然后使用递缩公式将用于攻击的装备IAS折算为EIAS。/ u4 E9 R7 }! ~- _' {% F' S
EIAS = (120 * (Right_Hand_IAS + Off_weapon_IAS)) / (Right_Hand_IAS + Off_weapon_IAS + 120) = (120 * (0 + 0)) / (120 + 0) = 0
0 @7 b0 c6 E/ y' s8 x[] 接下来将以上的计算结果汇总到一起,开始计算a***tion_rate。# O% v# x. e, \9 _) {% C1 L" `0 ~3 Z
a***tion_rate = EIAS + WSM_factor + attackrate - 30 = 0 + (-20) + 172 - 30 = 122, J8 `3 r& ^" k. @6 D
[] 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。
% c- Y% r) z$ e9 Ra***tion_speed = (256 * a***tion_rate)/ 100 = (256 * 122) / 100 = 312( B+ N8 K( B& z- W
[] 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 R7 ^# p0 ?0 d9 {# va***tion_position = a***tion_position + a***tion_speed
6 b f8 r1 B8 J$ n; B[] 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 D% o0 m9 c$ i n. F. {Frame = 1;a***tion_position = 0;sequence_Frame = 0
4 Z2 s7 ~ f$ F. A. sFrame = 2;a***tion_position = 312;sequence_Frame = 1
\5 O3 i, K: j: y) F. T `Frame = 3;a***tion_position = 624;sequence_Frame = 2
+ z3 }. s& U9 s6 y8 g" X+ @1 a; G2 NFrame = 4;a***tion_position = 936;sequence_Frame = 36 }( c+ W3 J& X( s
[] 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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5 a) e4 m4 q) ?* y. IFrame = 5;a***tion_position = 1248;sequence_Frame = 43 Q: _% `0 N, I, U" b) `( F% o
Frame = 6;a***tion_position = 1560;sequence_Frame = 6) c/ D1 o; ]( b8 Y7 `0 t
Frame = 7;a***tion_position = 1872;sequence_Frame = 7+ L, m$ K, Z- K% k
Frame = 8;a***tion_position = 2184;sequence_Frame = 8
: m2 I: R6 }1 |9 h6 S( e# p[] 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。8 g! L0 ^- y* I7 D9 p
Frame = 9;a***tion_position = 2393;sequence_Frame = 9
( N( H2 C) N2 J3 {( U# G7 DFrame = 10;a***tion_position = 2602;sequence_Frame = 10
' [; I& |5 g/ @4 j2 `" nFrame = 11;a***tion_position = 2811;sequence_Frame = 10
- W3 I8 b+ y7 fFrame = 12;a***tion_position = 3020;sequence_Frame = 11. L0 \4 c( [/ `% f9 h0 R
Frame = 13;a***tion_position = 3229;sequence_Frame = 12
. _! c4 |6 k3 U7 A: eFrame = 14;a***tion_position = 3438;sequence_Frame = 13
2 s2 e6 l) ^! B1 G' v" \Frame = 15;a***tion_position = 3647;sequence_Frame = 14
0 K$ g3 T! |! UFrame = 16;a***tion_position = 3856;sequence_Frame = 15
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' B4 p' {- T2 g/ ]5 b6 YFrame = 17;a***tion_position = 4065;sequence_Frame = 15
8 A3 f2 O7 @8 n- \" lFrame = 18;a***tion_position = 4274;sequence_Frame = 167 J7 [. Z9 i% h+ D3 ~
[] 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。4 l6 J' p( N- i3 e
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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 ~5 b- f! Y/ F, J$ b% E8 p* u
[] 如果主手武器装备在左侧: n# i+ ]6 M1 P# b/ i8 J0 E6 U
WSM1 = WSM_primary + WSM_secondary - (WSM_primary + WSM_secondary)/22 q- V- Z$ N/ F% v, L
WSM2 = 2*WSM_secondary - (WSM_primary + WSM_secondary)/2
' t% \( Y: m4 V4 B[] 如果主手武器装备在右侧: 9 T4 b7 x2 K5 s
WSM1 = (WSM_primary + WSM_secondary)/2 + WSM_primary - WSM_secondary
; f3 Z; x( l4 u( ^WSM2 = (WSM_primary + WSM_secondary)/2, N7 `7 Y8 R* \. D
[] EIAS部分的计算:* n1 \( v5 ?. j' ?2 E! P
EIAS1 = [120*(OIAS + IASprimary)/(120 + OIAS + IASprimary)] [ R* ?1 ]9 _# a! H, k* Z+ J: N
EIAS2 = [120*(OIAS + IASsecondary)/(120 + OIAS + IASsecondary)]& \4 M3 C. I5 }- |' p3 W
[] Acceleration部分的计算:9 E. M6 v, d1 Z/ w6 t6 Y1 ]
Acceleration1 = 70 + SIAS + IAS1 - WSM1
9 M* i" d$ \9 U% \1 b& ]- OAcceleration2 = 70 + SIAS + IAS2 - WSM2( [; X- y! r( R- g' V
[] FPA部分的计算:
) z: T3 \, G7 p( qFPA_1 = {256*9/[256*Acceleration1/100]} - 1, E7 S6 h7 E+ A1 P
FPA_2 = {(256*17 - fpa_1*[256*Acceleration1/100])/[256*Acceleration2/100]}4 {5 h6 \) O! Z- A2 c8 g
FPA = FPA_1 + FPA_29 |( l- {% G6 Y3 @6 Z
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