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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:
) _ |7 g7 ^4 j* o# o5 |[] 20级狂乱:SIAS=42
7 Y- E3 I/ g4 X: ~6 B8 U[] 幻化之刃(PB):WSM=-30;IAS=0 $ u$ a3 r; i* h3 f( E6 g# z* P
[] 巨神之剑(CS):WSM=10;IAS=0
* l2 j. g- R2 z2 K5 n/ 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:0 Y1 D9 [% b' X* a
! g6 C* f( R6 C; r[] 首先获取当前的attackrate,也就是StatID=68(ItemStatCost.txt)。
+ v" g$ ]" q4 z P7 n' C$ H3 c3 a9 sattackrate = 100 - Right_Hand_WSM + SIAS = 100 - (-30) + 42 = 172
3 n# F. N i; L' S( N6 m8 o[] 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。6 n; a5 K- n3 e x: U) W5 _
WSM_factor = (Right_Hand_WSM + Leftt_Hand_WSM ) / 2 - Leftt_Hand_WSM = ((-30) + 10) / 2 - 10 = -20
( i+ y% y* T; D) T4 `* J[] 然后使用递缩公式将用于攻击的装备IAS折算为EIAS。
8 v" Y$ u( l/ jEIAS = (120 * (Right_Hand_IAS + Off_weapon_IAS)) / (Right_Hand_IAS + Off_weapon_IAS + 120) = (120 * (0 + 0)) / (120 + 0) = 0/ u; \% H4 G' U4 N3 Y0 N- F
[] 接下来将以上的计算结果汇总到一起,开始计算a***tion_rate。5 v0 y( `- p) k9 y$ s: t
a***tion_rate = EIAS + WSM_factor + attackrate - 30 = 0 + (-20) + 172 - 30 = 122+ d3 K Z* T* z; d' y. X6 G6 e
[] 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。' B% I q7 {4 {+ z8 M7 B
a***tion_speed = (256 * a***tion_rate)/ 100 = (256 * 122) / 100 = 312
, g5 }1 T7 h, q[] 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。: d! x |8 z6 p5 E( c/ `
a***tion_position = a***tion_position + a***tion_speed" W% L! H! ?6 K/ ]
[] 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:2 N$ w1 E- F0 ~3 Z }5 T* L
Frame = 1;a***tion_position = 0;sequence_Frame = 0
4 C+ {5 n7 ^8 F8 j! oFrame = 2;a***tion_position = 312;sequence_Frame = 1
# J) H& U$ Z6 ?6 v% d7 l. uFrame = 3;a***tion_position = 624;sequence_Frame = 2! C+ \( M1 f0 q
Frame = 4;a***tion_position = 936;sequence_Frame = 3" j+ O, P6 D( B6 d, ?# x
[] 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。5 ?, [3 _3 C8 W/ O$ j/ `
9 ^6 x$ y" P' X1 ?6 E' M6 k9 t' a' jFrame = 5;a***tion_position = 1248;sequence_Frame = 49 s6 y& e. n- K" g% T' b0 m
Frame = 6;a***tion_position = 1560;sequence_Frame = 6
2 N" Y$ b) M8 |, o$ }Frame = 7;a***tion_position = 1872;sequence_Frame = 7
/ Z$ T- m3 @: D5 w- TFrame = 8;a***tion_position = 2184;sequence_Frame = 8
% P5 e, W+ b% L2 [: S2 R[] 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。
3 U% C# o; X4 |; vFrame = 9;a***tion_position = 2393;sequence_Frame = 9
) d& E; d% Z$ V$ l4 @Frame = 10;a***tion_position = 2602;sequence_Frame = 10. L; y2 J0 D! O! x3 L8 c
Frame = 11;a***tion_position = 2811;sequence_Frame = 10: B0 L9 |2 H& x1 ], H/ c8 ?
Frame = 12;a***tion_position = 3020;sequence_Frame = 11
% f/ v3 H9 c& T" e1 YFrame = 13;a***tion_position = 3229;sequence_Frame = 12
0 u# @) R8 M* e6 nFrame = 14;a***tion_position = 3438;sequence_Frame = 13- a# \0 D+ g$ Q) e" e: L
Frame = 15;a***tion_position = 3647;sequence_Frame = 14
. L8 i( F- k) e) ]; P$ h3 @- TFrame = 16;a***tion_position = 3856;sequence_Frame = 15
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8 n% {; r* r- Y( g8 }1 @: OFrame = 17;a***tion_position = 4065;sequence_Frame = 156 B: R3 e! {: F! y7 w& M
Frame = 18;a***tion_position = 4274;sequence_Frame = 16) t8 o6 z9 q" ]- A. 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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8 P, f$ o: y3 Y2 Z/ _% {$ q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:
4 H2 ?4 h' X& F3 B[] 如果主手武器装备在左侧:
+ u7 g5 A9 R* M: b# ^WSM1 = WSM_primary + WSM_secondary - (WSM_primary + WSM_secondary)/2* J2 }3 N5 G! j' W7 U
WSM2 = 2*WSM_secondary - (WSM_primary + WSM_secondary)/2( w% ]$ d& ^. z5 b% ?( w
[] 如果主手武器装备在右侧:
. m% P* I; D8 k+ k% ?8 ]WSM1 = (WSM_primary + WSM_secondary)/2 + WSM_primary - WSM_secondary
8 o: b: n9 w1 m; q+ G$ z% d4 ~; P cWSM2 = (WSM_primary + WSM_secondary)/2
* ]3 d3 x3 a! T7 t* v( ? n[] EIAS部分的计算:/ B& `+ d# k5 S3 e) O$ V
EIAS1 = [120*(OIAS + IASprimary)/(120 + OIAS + IASprimary)]( h. H# V7 w+ E; N: g
EIAS2 = [120*(OIAS + IASsecondary)/(120 + OIAS + IASsecondary)]
3 ~& r' s6 e/ |, l; s+ j: J' F[] Acceleration部分的计算:
! b9 |7 o9 O% e9 N$ ~$ NAcceleration1 = 70 + SIAS + IAS1 - WSM1
; f V' A$ T7 G5 Z, c9 OAcceleration2 = 70 + SIAS + IAS2 - WSM2* b! ?# {; t0 j& g3 u# i# i
[] FPA部分的计算:9 P& V" K8 e# r0 L; q, \
FPA_1 = {256*9/[256*Acceleration1/100]} - 1
, R) j/ J6 v8 }6 B$ B4 A0 F, M0 \FPA_2 = {(256*17 - fpa_1*[256*Acceleration1/100])/[256*Acceleration2/100]}
0 |( e# }& H, ]! TFPA = FPA_1 + FPA_26 e- S- O% ^7 ?+ I
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