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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 e3 M& {9 D ?/ E1 V, p
[] 20级狂乱:SIAS=42! \9 B' T6 |" F
[] 幻化之刃(PB):WSM=-30;IAS=0
4 H0 b. G. t8 J m/ N& L[] 巨神之剑(CS):WSM=10;IAS=0! w) {3 i* E% S: d% V) h _* y
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 ~; P2 _2 l" p
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[] 首先获取当前的attackrate,也就是StatID=68(ItemStatCost.txt)。
. a6 y4 A" w9 _6 pattackrate = 100 - Right_Hand_WSM + SIAS = 100 - (-30) + 42 = 172' ~+ p5 c. n7 v% q8 v# C# H5 ~
[] 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。5 \. C, x! {$ b
WSM_factor = (Right_Hand_WSM + Leftt_Hand_WSM ) / 2 - Leftt_Hand_WSM = ((-30) + 10) / 2 - 10 = -20) a$ W. D" G/ u& V* J
[] 然后使用递缩公式将用于攻击的装备IAS折算为EIAS。
* g, s: `! v3 ~4 `8 k0 l: A# VEIAS = (120 * (Right_Hand_IAS + Off_weapon_IAS)) / (Right_Hand_IAS + Off_weapon_IAS + 120) = (120 * (0 + 0)) / (120 + 0) = 01 L! M8 O0 E# k
[] 接下来将以上的计算结果汇总到一起,开始计算a***tion_rate。! x$ {- w5 W J: m7 R9 W8 D
a***tion_rate = EIAS + WSM_factor + attackrate - 30 = 0 + (-20) + 172 - 30 = 122
# O8 ~6 K! o r" `2 \+ 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。 k. p, b8 W5 @1 H, _. m5 O
a***tion_speed = (256 * a***tion_rate)/ 100 = (256 * 122) / 100 = 312
% H; K$ B4 ?5 z: p" I% f7 j[] 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 T/ s/ ]* M! ~" U; J
a***tion_position = a***tion_position + a***tion_speed
7 a2 Q# w* G( ]5 W, }. a[] 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:
* G# r) B% C) Z0 V9 s/ v& xFrame = 1;a***tion_position = 0;sequence_Frame = 0
& o! B7 c5 b9 kFrame = 2;a***tion_position = 312;sequence_Frame = 1
; `- C4 ]' Q8 D. o. d1 vFrame = 3;a***tion_position = 624;sequence_Frame = 2( j5 d8 S1 T9 l: V1 T) Y) k
Frame = 4;a***tion_position = 936;sequence_Frame = 3
" V+ }% G4 I7 J: d. H! a: `/ X; u; d[] 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。- l7 H0 `2 R9 r( ?( }4 J0 l: ]
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Frame = 5;a***tion_position = 1248;sequence_Frame = 4
: F6 h' I, t9 U3 i% ? b$ cFrame = 6;a***tion_position = 1560;sequence_Frame = 6: q' K& ]; W7 A* _! r7 s# T1 A
Frame = 7;a***tion_position = 1872;sequence_Frame = 7* W1 i% N7 [+ v8 G# T2 A% H
Frame = 8;a***tion_position = 2184;sequence_Frame = 8$ q9 q. W, H8 \" w- w- Q
[] 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。
# [6 K5 l! e8 p) g& j$ s* u0 P6 dFrame = 9;a***tion_position = 2393;sequence_Frame = 9
* A u4 [# o: ?- j3 W/ _" tFrame = 10;a***tion_position = 2602;sequence_Frame = 10
0 z& ?( g! A* xFrame = 11;a***tion_position = 2811;sequence_Frame = 10( P8 a" J! c6 ~+ S( X
Frame = 12;a***tion_position = 3020;sequence_Frame = 11 Y" J, {7 j3 p8 A3 G9 |# c
Frame = 13;a***tion_position = 3229;sequence_Frame = 12* f: B c* j3 i8 i; D+ |
Frame = 14;a***tion_position = 3438;sequence_Frame = 13
+ V' ?+ X% t8 |1 G# HFrame = 15;a***tion_position = 3647;sequence_Frame = 14
- t3 N9 \* N& H% w5 t* _% D! LFrame = 16;a***tion_position = 3856;sequence_Frame = 15
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5 A* O d' n8 @2 y2 l9 }Frame = 17;a***tion_position = 4065;sequence_Frame = 15
- {# ^; v6 a/ N6 W+ h4 W& p! [* rFrame = 18;a***tion_position = 4274;sequence_Frame = 16
4 L8 x8 ]' H3 z9 ~! t4 w[] 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。1 g9 {/ g4 `6 Y9 x% C8 ~
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3 G8 H3 V1 g: n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:
$ m0 i. }5 M# b P) t[] 如果主手武器装备在左侧:/ U+ S5 `: U; c4 M4 I+ F+ m
WSM1 = WSM_primary + WSM_secondary - (WSM_primary + WSM_secondary)/2
2 H7 l0 l% O3 D4 qWSM2 = 2*WSM_secondary - (WSM_primary + WSM_secondary)/2
& W, a* k: \) K+ V: ][] 如果主手武器装备在右侧: . a6 c: C. S, ~% x0 @0 }' t
WSM1 = (WSM_primary + WSM_secondary)/2 + WSM_primary - WSM_secondary) B4 r5 s& f k+ `# E
WSM2 = (WSM_primary + WSM_secondary)/2
3 C! G& y% |! K, B# v& C. a[] EIAS部分的计算:" c! k3 K1 [ Z' ]' [' R: s) ]) o k! Z
EIAS1 = [120*(OIAS + IASprimary)/(120 + OIAS + IASprimary)]* R% h* v" M% t" I" U* w
EIAS2 = [120*(OIAS + IASsecondary)/(120 + OIAS + IASsecondary)]$ K4 \4 S9 b- D: Y* R# P
[] Acceleration部分的计算:
# O1 j( d0 U) a4 Y; z ?3 uAcceleration1 = 70 + SIAS + IAS1 - WSM1+ N2 D: o+ v) f
Acceleration2 = 70 + SIAS + IAS2 - WSM2! s6 U; r$ G, A) Y6 l
[] FPA部分的计算:
5 T% L1 C, x7 ~: C y% T7 d9 QFPA_1 = {256*9/[256*Acceleration1/100]} - 1
# z" F" P( o% _! c3 \FPA_2 = {(256*17 - fpa_1*[256*Acceleration1/100])/[256*Acceleration2/100]}
* e& u, v: h/ n" T4 z/ ZFPA = FPA_1 + FPA_2$ T" ^4 b9 F$ W* a% i q
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