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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:. s; B" L" [6 Y4 `1 |) t9 Q9 O
[] 20级狂乱:SIAS=42
( e x' D4 B6 }3 n[] 幻化之刃(PB):WSM=-30;IAS=0
2 H' ]& s9 p2 o( N' w4 {[] 巨神之剑(CS):WSM=10;IAS=0
# {9 T1 @; T/ v' \) F& Z; G5 z P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:8 H$ t* z9 `, `9 s& j$ y
) ~7 u" a- y# ^* n$ a[] 首先获取当前的attackrate,也就是StatID=68(ItemStatCost.txt)。
! u- ]: J: X/ G1 E2 ^6 pattackrate = 100 - Right_Hand_WSM + SIAS = 100 - (-30) + 42 = 1729 ~; A. [, [, k
[] 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。
- N9 P T' n! s# o7 B+ j( I4 s8 wWSM_factor = (Right_Hand_WSM + Leftt_Hand_WSM ) / 2 - Leftt_Hand_WSM = ((-30) + 10) / 2 - 10 = -20
- C0 m h. `7 s7 ?; C/ w[] 然后使用递缩公式将用于攻击的装备IAS折算为EIAS。
3 S L. M8 t n6 Q, t* xEIAS = (120 * (Right_Hand_IAS + Off_weapon_IAS)) / (Right_Hand_IAS + Off_weapon_IAS + 120) = (120 * (0 + 0)) / (120 + 0) = 0
. N$ o" j) |( i4 Q[] 接下来将以上的计算结果汇总到一起,开始计算a***tion_rate。% C: c" I" n! @* M' f9 w
a***tion_rate = EIAS + WSM_factor + attackrate - 30 = 0 + (-20) + 172 - 30 = 122# ^5 a& }- U( P5 U0 E z+ G
[] 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。5 x( G/ s: ~/ _! O
a***tion_speed = (256 * a***tion_rate)/ 100 = (256 * 122) / 100 = 312# \6 ~: p) i1 ?0 u+ x
[] 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。7 p, I" n) V+ G. N. h& p
a***tion_position = a***tion_position + a***tion_speed/ G2 H) E2 T* F
[] 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:- L3 K) l# u i. F5 K
Frame = 1;a***tion_position = 0;sequence_Frame = 0
, Q& Q! Z1 i9 x0 ~Frame = 2;a***tion_position = 312;sequence_Frame = 13 v2 B9 `% i2 N% I$ y, s
Frame = 3;a***tion_position = 624;sequence_Frame = 2: l* s. W8 Q5 P% C4 Q
Frame = 4;a***tion_position = 936;sequence_Frame = 3
8 N( Q$ u- E' H5 `% P[] 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, `# c' q5 _4 v+ j
Frame = 6;a***tion_position = 1560;sequence_Frame = 6% F" |7 B. C8 \" E* F
Frame = 7;a***tion_position = 1872;sequence_Frame = 7
! A' m' P+ S8 x! \! C4 HFrame = 8;a***tion_position = 2184;sequence_Frame = 8" @: t* \9 q# e' e3 y
[] 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: Y' _) ?" _
Frame = 9;a***tion_position = 2393;sequence_Frame = 9! `" [6 @ ^& C
Frame = 10;a***tion_position = 2602;sequence_Frame = 10! G9 g. c x) k+ h: [
Frame = 11;a***tion_position = 2811;sequence_Frame = 10
" j9 P! ]: E. P" I: Z( ZFrame = 12;a***tion_position = 3020;sequence_Frame = 113 @- y( R( S3 V: B& U+ L% X* J
Frame = 13;a***tion_position = 3229;sequence_Frame = 12
: p" N, m' _ E: z$ SFrame = 14;a***tion_position = 3438;sequence_Frame = 13
/ U+ C. a( M) H7 z/ r1 b+ XFrame = 15;a***tion_position = 3647;sequence_Frame = 14
0 C( z7 P. p O* e; T; gFrame = 16;a***tion_position = 3856;sequence_Frame = 15
$ S8 V7 s, c7 W$ X$ C5 }
5 J$ G( N \2 uFrame = 17;a***tion_position = 4065;sequence_Frame = 15
9 s; s- v# A" D& yFrame = 18;a***tion_position = 4274;sequence_Frame = 16. E( P8 \4 l! L% ?/ M9 j- B" l
[] 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。8 ^" T% b; L7 z5 m- m3 B
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* y3 U. P" s6 X( {. q" j: g3 e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:0 R' O: A1 q, j: k! X
[] 如果主手武器装备在左侧:$ T" J7 S. i- [6 \
WSM1 = WSM_primary + WSM_secondary - (WSM_primary + WSM_secondary)/2
( z4 v$ X" C( ], bWSM2 = 2*WSM_secondary - (WSM_primary + WSM_secondary)/2" e( L. o% J3 |0 _
[] 如果主手武器装备在右侧: 1 o# g& Y" G8 z) H) r9 [
WSM1 = (WSM_primary + WSM_secondary)/2 + WSM_primary - WSM_secondary1 Q9 G; J; T" M) R% {1 l, R! g4 a
WSM2 = (WSM_primary + WSM_secondary)/2+ @7 M+ {! }& b# z U; T
[] EIAS部分的计算:
9 d5 k0 B$ ^ J- T! R. i/ @; p+ d8 nEIAS1 = [120*(OIAS + IASprimary)/(120 + OIAS + IASprimary)]
7 B* c% a, u$ O2 X& A2 KEIAS2 = [120*(OIAS + IASsecondary)/(120 + OIAS + IASsecondary)]
5 ?( O: s) h* h: @[] Acceleration部分的计算:
$ S7 K. j9 S; SAcceleration1 = 70 + SIAS + IAS1 - WSM1* L8 v, y; S# l$ k6 k+ c4 z5 r# O
Acceleration2 = 70 + SIAS + IAS2 - WSM2) ^9 w4 i6 n i( k
[] FPA部分的计算:4 E Y5 F& p- x* ~
FPA_1 = {256*9/[256*Acceleration1/100]} - 1
' G0 L9 |4 i! `' B3 H2 Q3 {% vFPA_2 = {(256*17 - fpa_1*[256*Acceleration1/100])/[256*Acceleration2/100]}
* l% q1 l2 g) T8 hFPA = FPA_1 + FPA_27 J x2 v3 X" s+ W; U _2 j9 s
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