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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:
8 ^$ D; r; ^$ v' j1 c: |[] 20级狂乱:SIAS=42! m) I5 U7 o6 u `; ?! |) }. d* J- H
[] 幻化之刃(PB):WSM=-30;IAS=0
4 M4 Z$ A/ b4 z0 y; `/ @& q[] 巨神之剑(CS):WSM=10;IAS=0
! f+ z: b( K6 Z7 z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:2 l* u) i. \$ d& S- K/ ?
- D% f) H+ e5 i8 n[] 首先获取当前的attackrate,也就是StatID=68(ItemStatCost.txt)。
& r' @' p! d& |6 L) Dattackrate = 100 - Right_Hand_WSM + SIAS = 100 - (-30) + 42 = 172- H. J) l& ]% s* p
[] 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。0 h" P1 J4 w) S
WSM_factor = (Right_Hand_WSM + Leftt_Hand_WSM ) / 2 - Leftt_Hand_WSM = ((-30) + 10) / 2 - 10 = -20
! S0 u4 n$ \7 w O. e[] 然后使用递缩公式将用于攻击的装备IAS折算为EIAS。- l S1 ] |, G7 M
EIAS = (120 * (Right_Hand_IAS + Off_weapon_IAS)) / (Right_Hand_IAS + Off_weapon_IAS + 120) = (120 * (0 + 0)) / (120 + 0) = 0* q1 M3 L/ ~' h, |! V- @
[] 接下来将以上的计算结果汇总到一起,开始计算a***tion_rate。
6 E3 B" y' |4 R4 I. Sa***tion_rate = EIAS + WSM_factor + attackrate - 30 = 0 + (-20) + 172 - 30 = 122( U1 h% m2 I1 K* k3 C$ W$ k: G1 T" t
[] 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。0 s% W7 H/ P1 b
a***tion_speed = (256 * a***tion_rate)/ 100 = (256 * 122) / 100 = 312# `3 A) @1 g7 L! \
[] 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。
I7 U: o- Z; h, da***tion_position = a***tion_position + a***tion_speed
h) D0 U% B w: \, e[] 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:6 ]8 S$ q' B* `/ @, D' w3 u6 l+ n
Frame = 1;a***tion_position = 0;sequence_Frame = 0" T, Y/ o& ~$ I, C3 x2 N) @
Frame = 2;a***tion_position = 312;sequence_Frame = 1
, m/ ?0 C r* p& f4 R: }; g( aFrame = 3;a***tion_position = 624;sequence_Frame = 29 X4 ]7 \$ l" R. d% q2 W% W( v- o
Frame = 4;a***tion_position = 936;sequence_Frame = 3
2 V) x8 h* N- ?, W P* o1 Z[] 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。, f. v* p1 b1 g' e! c
2 a4 u8 }# y+ a1 Y+ ^% f1 [+ }Frame = 5;a***tion_position = 1248;sequence_Frame = 45 H" z& S2 ^% E0 l7 `7 @: G8 V# q
Frame = 6;a***tion_position = 1560;sequence_Frame = 6! c& ^$ w6 e W
Frame = 7;a***tion_position = 1872;sequence_Frame = 7
. H7 F p$ d/ \. T# J9 C. TFrame = 8;a***tion_position = 2184;sequence_Frame = 8
, `' j, \& ]5 t! T% A! v! V4 z[] 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。
; q# @7 r1 b0 uFrame = 9;a***tion_position = 2393;sequence_Frame = 9, X- N: G& R/ {! J% K! A ?) t
Frame = 10;a***tion_position = 2602;sequence_Frame = 10
5 L& Y& h6 W0 NFrame = 11;a***tion_position = 2811;sequence_Frame = 109 a" Y! J! O( m& [' W* e$ ~. j! c
Frame = 12;a***tion_position = 3020;sequence_Frame = 11& z [% s9 T1 h" R" q" A3 d# ?3 @6 l
Frame = 13;a***tion_position = 3229;sequence_Frame = 12
8 {" f" J2 n# I& d1 J* n, H( FFrame = 14;a***tion_position = 3438;sequence_Frame = 133 K8 _4 p& A( U q; ]
Frame = 15;a***tion_position = 3647;sequence_Frame = 14
3 o T# Q V3 V3 g+ I9 r4 RFrame = 16;a***tion_position = 3856;sequence_Frame = 15% [- r8 Z& T! r: C: ]5 l6 x
- ^9 b4 d) u3 S# L: T0 E; P
Frame = 17;a***tion_position = 4065;sequence_Frame = 15) A& h. y: c! \5 d% ~
Frame = 18;a***tion_position = 4274;sequence_Frame = 161 @" q4 L& A1 g( K/ y3 k% |
[] 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。% S( [6 U3 W& y/ `: J* J
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- M7 M$ Z, L" D; D6 J* m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:
! o( w0 ~# V. ^[] 如果主手武器装备在左侧:9 r$ p$ R3 E& F) n2 K
WSM1 = WSM_primary + WSM_secondary - (WSM_primary + WSM_secondary)/2
9 n7 T @* r7 s3 L9 p3 N3 L3 pWSM2 = 2*WSM_secondary - (WSM_primary + WSM_secondary)/2$ |6 i) W# L- L9 P' o
[] 如果主手武器装备在右侧:
; M5 ^* t9 J3 S2 K. u" ~4 M* BWSM1 = (WSM_primary + WSM_secondary)/2 + WSM_primary - WSM_secondary- n% Q9 k7 A- l7 g" ~: p
WSM2 = (WSM_primary + WSM_secondary)/26 u* |" P1 Q' e
[] EIAS部分的计算:
- k j7 d4 P- W% W% {, k# \- NEIAS1 = [120*(OIAS + IASprimary)/(120 + OIAS + IASprimary)]
. U/ R% k; Y: {; `* c0 R/ MEIAS2 = [120*(OIAS + IASsecondary)/(120 + OIAS + IASsecondary)]( t; C: `7 U6 \, u- ?0 T
[] Acceleration部分的计算:' M4 ^( y4 }( x; i r
Acceleration1 = 70 + SIAS + IAS1 - WSM1
+ |: T9 M- V5 k: O5 `3 EAcceleration2 = 70 + SIAS + IAS2 - WSM29 x$ h0 u2 t6 k; r
[] FPA部分的计算:
. Q: {5 Y$ V- z# K3 l; c3 z$ C5 IFPA_1 = {256*9/[256*Acceleration1/100]} - 16 S* X) a y1 v8 P' d
FPA_2 = {(256*17 - fpa_1*[256*Acceleration1/100])/[256*Acceleration2/100]}
/ b( V! _& X% w+ `: V+ KFPA = FPA_1 + FPA_2( V: t$ T; B9 m) ?* l- L; g( B2 V
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