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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 j9 D; p, b0 z( O. k[] 20级狂乱:SIAS=42
C4 c+ s+ Q* E[] 幻化之刃(PB):WSM=-30;IAS=0 . d1 o7 N: a9 d$ K; n \
[] 巨神之剑(CS):WSM=10;IAS=0
# G. _" v3 m$ l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:/ A8 b1 E: I7 g- l( y6 l7 b
l$ C5 t/ T2 |# W% g- W% ^[] 首先获取当前的attackrate,也就是StatID=68(ItemStatCost.txt)。) l. K( G+ T L$ ?! E# F
attackrate = 100 - Right_Hand_WSM + SIAS = 100 - (-30) + 42 = 172
- X! ] ^ _4 W# _5 j: p$ B0 H[] 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。* u3 Z& l( j$ G
WSM_factor = (Right_Hand_WSM + Leftt_Hand_WSM ) / 2 - Leftt_Hand_WSM = ((-30) + 10) / 2 - 10 = -20, \) [0 W& `. ~8 c
[] 然后使用递缩公式将用于攻击的装备IAS折算为EIAS。8 s, v) @; [* F9 [) ?
EIAS = (120 * (Right_Hand_IAS + Off_weapon_IAS)) / (Right_Hand_IAS + Off_weapon_IAS + 120) = (120 * (0 + 0)) / (120 + 0) = 0
6 i8 u' |0 {- Q* w- B) z[] 接下来将以上的计算结果汇总到一起,开始计算a***tion_rate。
6 a" I8 ~1 j) W5 Ca***tion_rate = EIAS + WSM_factor + attackrate - 30 = 0 + (-20) + 172 - 30 = 122
* O& k+ M) }2 U7 R[] 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。 e( {! O& u5 o
a***tion_speed = (256 * a***tion_rate)/ 100 = (256 * 122) / 100 = 312# O( G2 p+ H& W" 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。
* w0 o: e' Y1 v; j# M& b6 Z: }a***tion_position = a***tion_position + a***tion_speed
7 i+ l% L' |" } B[] 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:% q2 ?" f6 b) Z1 T
Frame = 1;a***tion_position = 0;sequence_Frame = 0
4 D; ^0 y( \1 CFrame = 2;a***tion_position = 312;sequence_Frame = 1
: T3 e) C3 c/ c v( uFrame = 3;a***tion_position = 624;sequence_Frame = 2
0 m6 C- V0 j& r. K; m+ rFrame = 4;a***tion_position = 936;sequence_Frame = 3' w' W! L' k0 W. m1 y0 G
[] 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。1 @3 o( ]% Z9 V
. z* Z$ ?1 b$ {* T( u' a6 y' j0 jFrame = 5;a***tion_position = 1248;sequence_Frame = 4
: K( _: {- ^& dFrame = 6;a***tion_position = 1560;sequence_Frame = 69 M! E- J; x/ ]4 o& O
Frame = 7;a***tion_position = 1872;sequence_Frame = 7
* p. v% O6 N6 l+ Y$ J( }! |: n- [- K4 MFrame = 8;a***tion_position = 2184;sequence_Frame = 8! L$ B7 ~+ T5 g4 ~" A: i
[] 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。* |9 c6 [1 ]- m0 g Q3 o1 J
Frame = 9;a***tion_position = 2393;sequence_Frame = 9
8 w# L0 t# w- vFrame = 10;a***tion_position = 2602;sequence_Frame = 10
x6 t3 n, t/ [8 m8 r4 H$ q BFrame = 11;a***tion_position = 2811;sequence_Frame = 10
3 W2 p* h' d8 J; h: x% m) \Frame = 12;a***tion_position = 3020;sequence_Frame = 11! d6 |- A4 I5 ]! U3 y3 o
Frame = 13;a***tion_position = 3229;sequence_Frame = 12
! H2 R1 e# R5 y( lFrame = 14;a***tion_position = 3438;sequence_Frame = 13" H+ B2 Y' m) R- R c
Frame = 15;a***tion_position = 3647;sequence_Frame = 14! ?' V8 ?, B3 D/ Q! W0 v
Frame = 16;a***tion_position = 3856;sequence_Frame = 150 {! ~& n% T$ y( ?5 t0 R) F
* q8 z& ?2 q; A: l/ b/ G" u
Frame = 17;a***tion_position = 4065;sequence_Frame = 15. n$ h# b! L' R4 ?
Frame = 18;a***tion_position = 4274;sequence_Frame = 16! C0 W% C( `7 r4 v
[] 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。: |$ _. ]# z8 U: \" ~6 n: |1 ]( X
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6 u0 t) P" }- d* v5 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:
% ~/ p v. h! o1 \7 y$ A6 o[] 如果主手武器装备在左侧:8 n9 i! f" W; {% B4 W1 [- o2 v2 i
WSM1 = WSM_primary + WSM_secondary - (WSM_primary + WSM_secondary)/22 l) {0 ^( J' n3 A& V/ {
WSM2 = 2*WSM_secondary - (WSM_primary + WSM_secondary)/22 k E0 b- W: h
[] 如果主手武器装备在右侧:
D$ B' P6 m: X/ X& pWSM1 = (WSM_primary + WSM_secondary)/2 + WSM_primary - WSM_secondary' x1 ]5 F) M6 I) b% N1 w0 e
WSM2 = (WSM_primary + WSM_secondary)/27 d" L% Z. t4 q
[] EIAS部分的计算:1 ^! T5 I/ n4 x7 ? ]; c! K( X8 d+ ?
EIAS1 = [120*(OIAS + IASprimary)/(120 + OIAS + IASprimary)]$ o( H) }. q- r7 c1 h- m) u
EIAS2 = [120*(OIAS + IASsecondary)/(120 + OIAS + IASsecondary)]
3 [1 c( X7 c5 T: F! l[] Acceleration部分的计算:$ P- f7 b* C- } c- n1 t* A/ _
Acceleration1 = 70 + SIAS + IAS1 - WSM1- b8 o8 d3 d" Z% a9 X( ~! N
Acceleration2 = 70 + SIAS + IAS2 - WSM2' ?1 @9 F' z. z1 E0 V1 Q! j' Q; t
[] FPA部分的计算:3 X* ^8 |$ W o$ E9 z- Z" ~
FPA_1 = {256*9/[256*Acceleration1/100]} - 1
$ J8 ^) O. W* p; A: S Z& iFPA_2 = {(256*17 - fpa_1*[256*Acceleration1/100])/[256*Acceleration2/100]}) V' a4 Y* v9 G- ?# K! U
FPA = FPA_1 + FPA_2 n2 Y: b2 {1 Y5 L3 T
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