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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:' m5 T R" s4 r3 ^0 a% w# O) ] J" Q
[] 20级狂乱:SIAS=428 N( |$ B8 u5 q
[] 幻化之刃(PB):WSM=-30;IAS=0 Z& y: C! a6 [) ^) c/ c/ F6 g
[] 巨神之剑(CS):WSM=10;IAS=0
3 L; z, r# x! Y6 A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:
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[] 首先获取当前的attackrate,也就是StatID=68(ItemStatCost.txt)。
/ R! D9 s5 H5 K, K! uattackrate = 100 - Right_Hand_WSM + SIAS = 100 - (-30) + 42 = 172
4 j! [8 h) W" _! m& O9 A[] 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。
, w0 d* A3 a5 P- i1 ]# g% I6 v* LWSM_factor = (Right_Hand_WSM + Leftt_Hand_WSM ) / 2 - Leftt_Hand_WSM = ((-30) + 10) / 2 - 10 = -20+ \8 H" I6 L. u6 W. i- o
[] 然后使用递缩公式将用于攻击的装备IAS折算为EIAS。- ?/ S* f8 l2 ]
EIAS = (120 * (Right_Hand_IAS + Off_weapon_IAS)) / (Right_Hand_IAS + Off_weapon_IAS + 120) = (120 * (0 + 0)) / (120 + 0) = 0
; i) B2 z& {7 r8 o$ m3 _. Q[] 接下来将以上的计算结果汇总到一起,开始计算a***tion_rate。8 K% k& b s! n: ^# Z) ^
a***tion_rate = EIAS + WSM_factor + attackrate - 30 = 0 + (-20) + 172 - 30 = 122
9 ^( N# m1 q# V# ]4 v[] 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! L. D2 A& G: ]. ga***tion_speed = (256 * a***tion_rate)/ 100 = (256 * 122) / 100 = 312
" C7 _* G+ ~) c! [! N' j$ V' h[] 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。
/ q+ Y( { q i8 e4 r x) t+ h7 Xa***tion_position = a***tion_position + a***tion_speed
[& ~: X3 B6 z/ ^[] 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:
0 a2 h' I8 X: Y7 S( DFrame = 1;a***tion_position = 0;sequence_Frame = 0; x$ z# z! b6 M" T9 h
Frame = 2;a***tion_position = 312;sequence_Frame = 13 U/ m6 [# P V" o5 B# K( T
Frame = 3;a***tion_position = 624;sequence_Frame = 2
; {3 Y( b k/ G) wFrame = 4;a***tion_position = 936;sequence_Frame = 3
, L \2 O. P& v[] 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。. T T. Z8 X. u6 ~, K5 Y3 F
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Frame = 5;a***tion_position = 1248;sequence_Frame = 4% ~- B: W6 O5 u4 A! R
Frame = 6;a***tion_position = 1560;sequence_Frame = 6$ p0 Q. U' ^, }- l2 K" f
Frame = 7;a***tion_position = 1872;sequence_Frame = 7, y" a: G- \2 \5 H7 b ?
Frame = 8;a***tion_position = 2184;sequence_Frame = 8
V7 y: D( ^! {! M! B+ H[] 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。
+ L$ z9 I V: B, c: EFrame = 9;a***tion_position = 2393;sequence_Frame = 9
! t0 h* N4 z& r! r' g9 v2 v3 bFrame = 10;a***tion_position = 2602;sequence_Frame = 10+ K8 m- C" }" l+ |4 U: C( y
Frame = 11;a***tion_position = 2811;sequence_Frame = 10
3 M3 _3 H# S; H6 i9 j2 RFrame = 12;a***tion_position = 3020;sequence_Frame = 11& b r* Y/ { g% I% D# E
Frame = 13;a***tion_position = 3229;sequence_Frame = 12! E! ~' y4 C& K. X( p7 l
Frame = 14;a***tion_position = 3438;sequence_Frame = 13% y' H. ] X8 b* L
Frame = 15;a***tion_position = 3647;sequence_Frame = 14
9 D; {/ q! u% @, q; e% rFrame = 16;a***tion_position = 3856;sequence_Frame = 15
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Frame = 17;a***tion_position = 4065;sequence_Frame = 15
( l" e7 \/ N) G" LFrame = 18;a***tion_position = 4274;sequence_Frame = 16, y5 @4 h) j: N. g6 o9 ^
[] 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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5 A# w, ~2 g% P8 V# ]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:* W' Q4 _" v# `2 I: B
[] 如果主手武器装备在左侧:0 E! t1 c. z1 D2 p( o: t9 j: e
WSM1 = WSM_primary + WSM_secondary - (WSM_primary + WSM_secondary)/2' |6 @$ \5 {" X1 x7 A& J% ]
WSM2 = 2*WSM_secondary - (WSM_primary + WSM_secondary)/2# u) V; M( g9 p
[] 如果主手武器装备在右侧:
) L8 b0 E: @( s! I, y! \7 UWSM1 = (WSM_primary + WSM_secondary)/2 + WSM_primary - WSM_secondary
' j1 R# N, B/ ?% R) K1 G+ mWSM2 = (WSM_primary + WSM_secondary)/2
8 K: t6 m1 j: |; \. ^+ u[] EIAS部分的计算:
- v3 y/ X0 {( i1 eEIAS1 = [120*(OIAS + IASprimary)/(120 + OIAS + IASprimary)]
7 v7 r4 d; e2 B3 R1 x- G0 _# _EIAS2 = [120*(OIAS + IASsecondary)/(120 + OIAS + IASsecondary)]
0 F; K2 J+ E) \& q, D5 l[] Acceleration部分的计算:* X E7 _1 M( C# b% `4 F; I
Acceleration1 = 70 + SIAS + IAS1 - WSM1
" L4 x; E# n6 D% Q+ KAcceleration2 = 70 + SIAS + IAS2 - WSM29 S) b# F+ L! v# J; l
[] FPA部分的计算:' \% X6 {5 x; E$ K
FPA_1 = {256*9/[256*Acceleration1/100]} - 1
( `. W0 L+ ^( U; c, ZFPA_2 = {(256*17 - fpa_1*[256*Acceleration1/100])/[256*Acceleration2/100]}
( C8 W- h$ r- m) I5 YFPA = FPA_1 + FPA_26 v, y0 @! o, |3 i4 C. w
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