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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:
4 c0 O4 Q( r' [% t. J1 {[] 20级狂乱:SIAS=42* h+ I5 {4 ^1 y2 p* N2 h+ e' W
[] 幻化之刃(PB):WSM=-30;IAS=0
) i9 p. Z6 ]: W0 C9 @" @) q/ V[] 巨神之剑(CS):WSM=10;IAS=0 O5 }! \1 O0 Z( d7 E" z
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:- D E' T6 s. ~; B1 Q5 w
% t/ N+ Q4 x& C6 g[] 首先获取当前的attackrate,也就是StatID=68(ItemStatCost.txt)。
% |$ `7 I, j1 T: H4 Uattackrate = 100 - Right_Hand_WSM + SIAS = 100 - (-30) + 42 = 172, A v6 S! a7 A' ^* f5 i$ E& W
[] 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。
: `3 P( E X: h, M/ zWSM_factor = (Right_Hand_WSM + Leftt_Hand_WSM ) / 2 - Leftt_Hand_WSM = ((-30) + 10) / 2 - 10 = -20
: j+ W4 k5 {/ h7 N3 m! V4 x[] 然后使用递缩公式将用于攻击的装备IAS折算为EIAS。$ U) P- p/ R* V8 s+ ?- u9 S* F6 t
EIAS = (120 * (Right_Hand_IAS + Off_weapon_IAS)) / (Right_Hand_IAS + Off_weapon_IAS + 120) = (120 * (0 + 0)) / (120 + 0) = 03 [7 ^+ H; a) H# z
[] 接下来将以上的计算结果汇总到一起,开始计算a***tion_rate。
2 Z& C+ t0 Y$ G* ]a***tion_rate = EIAS + WSM_factor + attackrate - 30 = 0 + (-20) + 172 - 30 = 1220 E: u& J4 M, [
[] 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。
0 o0 g" C+ }, P* S7 Z- da***tion_speed = (256 * a***tion_rate)/ 100 = (256 * 122) / 100 = 312: p( j' s) K# G2 N# E
[] 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。
& R: \ j" Q6 w4 F+ [; t+ j6 ea***tion_position = a***tion_position + a***tion_speed
2 a5 w9 U/ D* ]" e4 N$ o[] 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:+ Z7 F# L' ?7 W9 q4 [
Frame = 1;a***tion_position = 0;sequence_Frame = 0
2 e }" ~8 U% O+ K- \' x) v' S O. HFrame = 2;a***tion_position = 312;sequence_Frame = 1! q# c4 k9 n# s- N
Frame = 3;a***tion_position = 624;sequence_Frame = 2
" ~! n' Y u4 v( H4 b qFrame = 4;a***tion_position = 936;sequence_Frame = 3
& w* t. z, ^; s, Q) F- Z" \, O( K[] 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。4 y: F4 y6 `7 {# Q/ U) D }' {
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Frame = 5;a***tion_position = 1248;sequence_Frame = 4 Y/ o* J* k# q4 W `( Y3 U( C# Z
Frame = 6;a***tion_position = 1560;sequence_Frame = 6
& X; `" a4 h7 {Frame = 7;a***tion_position = 1872;sequence_Frame = 77 R( E A6 W' [( Q* Q4 ]& @4 z
Frame = 8;a***tion_position = 2184;sequence_Frame = 8
" n" u; v4 K. R5 H; f5 }[] 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。" Y; {; Y1 ~% v* S& X5 [$ n
Frame = 9;a***tion_position = 2393;sequence_Frame = 9
" _0 e; f2 h3 W& uFrame = 10;a***tion_position = 2602;sequence_Frame = 10) Q$ d! n+ ?$ C
Frame = 11;a***tion_position = 2811;sequence_Frame = 10
* m/ m9 N' j7 Z+ {* z$ N5 yFrame = 12;a***tion_position = 3020;sequence_Frame = 11
3 f/ _* l6 T1 ^& G2 l$ MFrame = 13;a***tion_position = 3229;sequence_Frame = 12
! _# ]: h u: Z/ c* t% M: dFrame = 14;a***tion_position = 3438;sequence_Frame = 13
6 E0 b) k* K# WFrame = 15;a***tion_position = 3647;sequence_Frame = 14
4 b1 d+ ^! }4 C- MFrame = 16;a***tion_position = 3856;sequence_Frame = 15
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% [" c8 [; `% u! i% p/ ZFrame = 17;a***tion_position = 4065;sequence_Frame = 15
) U; i' d8 {1 j/ ^0 L! x* FFrame = 18;a***tion_position = 4274;sequence_Frame = 16
8 W N1 o3 L+ r7 E, d[] 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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& [7 L7 l7 Q- Q" b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:' r- D( m2 F/ U& G
[] 如果主手武器装备在左侧:. H5 O# Q4 m, I5 d/ {
WSM1 = WSM_primary + WSM_secondary - (WSM_primary + WSM_secondary)/2
, }# W6 O. f* `, ~" o) kWSM2 = 2*WSM_secondary - (WSM_primary + WSM_secondary)/21 C9 \) W6 X: G! j
[] 如果主手武器装备在右侧: ' D. K2 p9 k; V% D+ u& W8 N! Y$ _
WSM1 = (WSM_primary + WSM_secondary)/2 + WSM_primary - WSM_secondary3 ~& ]' l; X* L* i2 {- A2 c
WSM2 = (WSM_primary + WSM_secondary)/2
: ?9 |5 e" u4 Z1 B# ?7 r[] EIAS部分的计算:" l, h; T0 {" I+ Y, D
EIAS1 = [120*(OIAS + IASprimary)/(120 + OIAS + IASprimary)]$ }7 I: w% `, l7 O
EIAS2 = [120*(OIAS + IASsecondary)/(120 + OIAS + IASsecondary)]0 }+ W- i8 b6 T. c3 L
[] Acceleration部分的计算:! F( \# g9 g2 d
Acceleration1 = 70 + SIAS + IAS1 - WSM1
% F7 N W" q+ d! UAcceleration2 = 70 + SIAS + IAS2 - WSM2# a! Y$ }; H8 w9 D
[] FPA部分的计算:2 b( |1 w( o' \, J1 M; N& P
FPA_1 = {256*9/[256*Acceleration1/100]} - 1
) j& [& O6 R8 Z- k' v; JFPA_2 = {(256*17 - fpa_1*[256*Acceleration1/100])/[256*Acceleration2/100]}$ V$ t( X7 C( X6 G
FPA = FPA_1 + FPA_28 X& S% X6 |# M h
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