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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:) c) A, h( }- T; ]2 H
[] 20级狂乱:SIAS=42% ]; P% S# m V
[] 幻化之刃(PB):WSM=-30;IAS=0
+ M2 z4 |2 p% _[] 巨神之剑(CS):WSM=10;IAS=0
! h/ f+ g# t2 q0 C# G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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) h3 Z7 v2 j: i5 Y! K[] 首先获取当前的attackrate,也就是StatID=68(ItemStatCost.txt)。: i/ S8 }# A+ E* W
attackrate = 100 - Right_Hand_WSM + SIAS = 100 - (-30) + 42 = 172- K6 R. S D$ ]& w9 b$ ]# F
[] 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。
& q/ ^' o+ T" u, u1 NWSM_factor = (Right_Hand_WSM + Leftt_Hand_WSM ) / 2 - Leftt_Hand_WSM = ((-30) + 10) / 2 - 10 = -20
2 x0 d; V l; l% i$ V[] 然后使用递缩公式将用于攻击的装备IAS折算为EIAS。- N& a8 I9 C3 |7 n5 k
EIAS = (120 * (Right_Hand_IAS + Off_weapon_IAS)) / (Right_Hand_IAS + Off_weapon_IAS + 120) = (120 * (0 + 0)) / (120 + 0) = 0) `0 y' J% l: v
[] 接下来将以上的计算结果汇总到一起,开始计算a***tion_rate。; A9 g9 t9 p. ?$ l1 P% V
a***tion_rate = EIAS + WSM_factor + attackrate - 30 = 0 + (-20) + 172 - 30 = 1221 p' H* d$ q( ~" T5 V* `( g, y. C
[] 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 w& H3 R( C C( da***tion_speed = (256 * a***tion_rate)/ 100 = (256 * 122) / 100 = 312
; Z$ m* a( K6 r* J9 c" ^9 Y) t[] 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。
' N, ~6 ~, A* k# T# z( fa***tion_position = a***tion_position + a***tion_speed2 Q8 z9 n3 `+ D5 T% a& s
[] 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:: o, {( e6 G# Y6 v W
Frame = 1;a***tion_position = 0;sequence_Frame = 0
$ X6 \% U# t$ m1 v+ l( uFrame = 2;a***tion_position = 312;sequence_Frame = 1
: O, [6 Y/ ^$ t ?' y, s. C# _& }Frame = 3;a***tion_position = 624;sequence_Frame = 2
" W" q: h; g9 g8 RFrame = 4;a***tion_position = 936;sequence_Frame = 33 V$ t; T( l9 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。
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Frame = 5;a***tion_position = 1248;sequence_Frame = 4
6 A. _" N0 I: @6 u% o- ]Frame = 6;a***tion_position = 1560;sequence_Frame = 6
( |, C6 A1 N; v; ]: p3 CFrame = 7;a***tion_position = 1872;sequence_Frame = 7
# j3 a. u2 u( y3 f bFrame = 8;a***tion_position = 2184;sequence_Frame = 8
o; S B# v6 K' E" p5 h8 [8 ?[] 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。
% F) h6 u3 r8 o9 J- W4 _9 ZFrame = 9;a***tion_position = 2393;sequence_Frame = 9
. S7 G1 \1 |3 y# }2 ~6 ~Frame = 10;a***tion_position = 2602;sequence_Frame = 10
* ?, C+ B. y9 i/ X! t: V1 SFrame = 11;a***tion_position = 2811;sequence_Frame = 10/ H. ?, Y! A; K% b8 K5 \
Frame = 12;a***tion_position = 3020;sequence_Frame = 11
2 n- h' z" R8 m6 ZFrame = 13;a***tion_position = 3229;sequence_Frame = 12
: J5 c; r( x% t! M! J+ ^1 L6 h+ QFrame = 14;a***tion_position = 3438;sequence_Frame = 13
5 T- q6 F7 W$ P' \' t5 b: kFrame = 15;a***tion_position = 3647;sequence_Frame = 14/ @$ ]: ^; l% A+ b) y+ V
Frame = 16;a***tion_position = 3856;sequence_Frame = 15
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/ _; W, {5 {4 s9 I. d6 q( y Y! CFrame = 17;a***tion_position = 4065;sequence_Frame = 158 ~" x6 C3 S0 h4 h/ b x9 t8 ^: Q
Frame = 18;a***tion_position = 4274;sequence_Frame = 16
& j5 Y3 K$ W. S5 C4 H N[] 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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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: R2 Y3 @ k" j. r5 k! m
[] 如果主手武器装备在左侧:
@2 a$ W7 Y2 a2 g/ _% M7 ]WSM1 = WSM_primary + WSM_secondary - (WSM_primary + WSM_secondary)/2
! X4 l( L3 G) Q; v# pWSM2 = 2*WSM_secondary - (WSM_primary + WSM_secondary)/2+ q, q" A8 b& R7 `
[] 如果主手武器装备在右侧: $ t" {: t! f, h" x- _" S
WSM1 = (WSM_primary + WSM_secondary)/2 + WSM_primary - WSM_secondary$ m* T& x" m, x2 L m
WSM2 = (WSM_primary + WSM_secondary)/2
4 c! g; }3 q/ c% L. ]; j[] EIAS部分的计算:
8 I1 U6 E# u9 z LEIAS1 = [120*(OIAS + IASprimary)/(120 + OIAS + IASprimary)]
) Z4 g' X& l+ q9 g# y' @' h: y/ REIAS2 = [120*(OIAS + IASsecondary)/(120 + OIAS + IASsecondary)]
( Y; m- ]5 t( k" f" Z[] Acceleration部分的计算:2 b/ a) o5 @6 b3 G. N" ?; G
Acceleration1 = 70 + SIAS + IAS1 - WSM1
( @" X* o8 Q% n8 \! n4 u6 RAcceleration2 = 70 + SIAS + IAS2 - WSM2. j8 V- f- G }# G
[] FPA部分的计算:
- D6 A! ^* W+ H4 pFPA_1 = {256*9/[256*Acceleration1/100]} - 1
3 L4 T L% v: s! M: y! [+ Q" ]% jFPA_2 = {(256*17 - fpa_1*[256*Acceleration1/100])/[256*Acceleration2/100]}
8 c& y, k" V X, d2 CFPA = FPA_1 + FPA_2
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