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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:1 Y6 c/ n( Z# y6 _' ?( }1 Q! d. t
[] 20级狂乱:SIAS=42
' H9 H( ~& q6 H7 C, P8 X6 u" j[] 幻化之刃(PB):WSM=-30;IAS=0 $ I5 h `0 s& a Y: |1 H9 \2 i
[] 巨神之剑(CS):WSM=10;IAS=0 Z6 l! i4 k; ?$ O3 m
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)。
. o! G3 {6 S% P/ v: [attackrate = 100 - Right_Hand_WSM + SIAS = 100 - (-30) + 42 = 172
8 f5 g+ ?/ h8 c, W; S0 \" e[] 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。
& W/ l; r( ^$ ]. k+ e9 _2 vWSM_factor = (Right_Hand_WSM + Leftt_Hand_WSM ) / 2 - Leftt_Hand_WSM = ((-30) + 10) / 2 - 10 = -20
. C; ^" `; F( B/ H" @; o" _, W[] 然后使用递缩公式将用于攻击的装备IAS折算为EIAS。5 K9 U) l$ k9 m7 d' e7 f
EIAS = (120 * (Right_Hand_IAS + Off_weapon_IAS)) / (Right_Hand_IAS + Off_weapon_IAS + 120) = (120 * (0 + 0)) / (120 + 0) = 07 g' J8 v# z' V ^" Z% K
[] 接下来将以上的计算结果汇总到一起,开始计算a***tion_rate。
( ~5 o+ @0 P" _. ia***tion_rate = EIAS + WSM_factor + attackrate - 30 = 0 + (-20) + 172 - 30 = 122
; s2 a% |- p; v- u* v7 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。
$ ?7 s, \$ @5 Z2 N. g8 W$ ia***tion_speed = (256 * a***tion_rate)/ 100 = (256 * 122) / 100 = 3127 n. ~1 X/ I o& h9 Q" m+ s4 m
[] 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。3 g* d; W7 e2 t/ P
a***tion_position = a***tion_position + a***tion_speed! f3 x6 m* O. V1 {
[] 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:. w' I9 x- G( Z) J5 v4 Q( d+ Z
Frame = 1;a***tion_position = 0;sequence_Frame = 0
2 B" c& a0 z( k2 _% T5 E7 EFrame = 2;a***tion_position = 312;sequence_Frame = 1
" U( R5 b. W" [/ z: J& n. bFrame = 3;a***tion_position = 624;sequence_Frame = 2( r) a( \( S0 [+ G( x9 m. e) U6 g
Frame = 4;a***tion_position = 936;sequence_Frame = 3
; B) c; M6 }% w; X+ V3 v* x3 r[] 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。% J/ F; q2 ~; x1 `/ A
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Frame = 5;a***tion_position = 1248;sequence_Frame = 4
- |' p/ {1 Q2 n" @/ E3 Y3 |( S0 RFrame = 6;a***tion_position = 1560;sequence_Frame = 60 z) w* S, w' O; }' `
Frame = 7;a***tion_position = 1872;sequence_Frame = 77 w: s ]% L, Y% U4 _/ g. I+ s
Frame = 8;a***tion_position = 2184;sequence_Frame = 8) h, ?2 M [8 U. h( \9 O* S
[] 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。( S" |' c+ }( d
Frame = 9;a***tion_position = 2393;sequence_Frame = 9/ D% y* z6 M1 Y2 i; G
Frame = 10;a***tion_position = 2602;sequence_Frame = 10- P4 m. D$ x9 m$ o& H2 p
Frame = 11;a***tion_position = 2811;sequence_Frame = 10
6 q, d3 S" i+ b) H# s9 J+ qFrame = 12;a***tion_position = 3020;sequence_Frame = 11" H2 M V7 q. B" P$ n6 P5 A
Frame = 13;a***tion_position = 3229;sequence_Frame = 12
+ L. w9 x9 G) r) m* t9 @Frame = 14;a***tion_position = 3438;sequence_Frame = 13
, E1 z$ k1 R2 KFrame = 15;a***tion_position = 3647;sequence_Frame = 14
- o: |, _6 Y! c$ o& XFrame = 16;a***tion_position = 3856;sequence_Frame = 15
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, m4 d9 D( \$ K7 {) v9 c Y" H m8 CFrame = 17;a***tion_position = 4065;sequence_Frame = 15- l; k Z3 `5 N/ c
Frame = 18;a***tion_position = 4274;sequence_Frame = 164 } _5 m* p, i2 K5 s+ M/ e- B
[] 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。0 _$ U& C: r6 v
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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:. t1 g. y$ D `; I* `2 Y+ ^6 O2 I
[] 如果主手武器装备在左侧:
& Y8 m% e) q8 ?WSM1 = WSM_primary + WSM_secondary - (WSM_primary + WSM_secondary)/2
5 ~) w Y# n, D& A+ N9 qWSM2 = 2*WSM_secondary - (WSM_primary + WSM_secondary)/2
. Y$ q/ \& m! X[] 如果主手武器装备在右侧:
% N. n0 Z; w$ ?0 a6 p9 TWSM1 = (WSM_primary + WSM_secondary)/2 + WSM_primary - WSM_secondary: k7 H6 O4 g* W. f
WSM2 = (WSM_primary + WSM_secondary)/2! t# A, h* u# M( |* Z* h1 H
[] EIAS部分的计算:
n: [: p/ A: x7 I2 S+ c dEIAS1 = [120*(OIAS + IASprimary)/(120 + OIAS + IASprimary)]7 | X1 ?) K8 R9 R
EIAS2 = [120*(OIAS + IASsecondary)/(120 + OIAS + IASsecondary)]
0 ]8 _* i7 j7 V; u[] Acceleration部分的计算:
# W; G2 |% C9 i& }5 E+ J/ }) jAcceleration1 = 70 + SIAS + IAS1 - WSM1
& {( _& ?$ L X) v: bAcceleration2 = 70 + SIAS + IAS2 - WSM2
1 y5 D) S* `( A1 ^, n# R[] FPA部分的计算:$ w T! a F6 y, ?
FPA_1 = {256*9/[256*Acceleration1/100]} - 13 x/ Q) D: E) B! J9 o: ]0 e
FPA_2 = {(256*17 - fpa_1*[256*Acceleration1/100])/[256*Acceleration2/100]}
2 ~7 ~# @! h' N: ]. l# cFPA = FPA_1 + FPA_2' D5 O. ~% c$ n$ G
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