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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:
B% w, {3 v5 e& y& t[] 20级狂乱:SIAS=42
& p3 H$ ^0 j) K) j[] 幻化之刃(PB):WSM=-30;IAS=0 ) y4 h- @6 S+ L6 i
[] 巨神之剑(CS):WSM=10;IAS=05 q, u" [( l2 [% N) ^
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:" Q7 u n! _2 P, Y2 N
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[] 首先获取当前的attackrate,也就是StatID=68(ItemStatCost.txt)。9 ?9 d) m: A3 Z1 W' U
attackrate = 100 - Right_Hand_WSM + SIAS = 100 - (-30) + 42 = 172
9 O! y3 ~/ Q# y- U( z[] 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。
& Q/ T) N9 |$ {9 Z3 \8 W! ~6 [. uWSM_factor = (Right_Hand_WSM + Leftt_Hand_WSM ) / 2 - Leftt_Hand_WSM = ((-30) + 10) / 2 - 10 = -20* q5 v- ]0 R" [. o+ E3 M
[] 然后使用递缩公式将用于攻击的装备IAS折算为EIAS。
; D6 i6 b- S7 `. OEIAS = (120 * (Right_Hand_IAS + Off_weapon_IAS)) / (Right_Hand_IAS + Off_weapon_IAS + 120) = (120 * (0 + 0)) / (120 + 0) = 0" ] L* H) s/ p% J5 R4 f; w; p
[] 接下来将以上的计算结果汇总到一起,开始计算a***tion_rate。 X m# L, u# Y# D4 B' J
a***tion_rate = EIAS + WSM_factor + attackrate - 30 = 0 + (-20) + 172 - 30 = 1222 |" {$ B/ Y( {6 @: M# }. E5 J- ]4 l
[] 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。
! v7 r! ?2 }' m2 j- K" Da***tion_speed = (256 * a***tion_rate)/ 100 = (256 * 122) / 100 = 312
3 i" t' Q( Q8 p$ r- k" ?' f0 e- u[] 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 u: V$ x6 e& _a***tion_position = a***tion_position + a***tion_speed
, s9 \; X. f& u6 P; `" E3 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:
. f) K* [ e$ s7 h9 S" \0 OFrame = 1;a***tion_position = 0;sequence_Frame = 0& b# w: j) [2 g3 A! C0 k
Frame = 2;a***tion_position = 312;sequence_Frame = 1" f6 [& H* w6 A4 g5 D
Frame = 3;a***tion_position = 624;sequence_Frame = 2
7 [* k# y8 n. d" H# ~7 x- R5 kFrame = 4;a***tion_position = 936;sequence_Frame = 3
7 E/ k; Z+ x" o[] 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。) l; J+ ?; Z- r/ q, }; g
/ v3 _7 j9 R* O5 LFrame = 5;a***tion_position = 1248;sequence_Frame = 4
3 f0 P& w" \- A u0 C% R. H# IFrame = 6;a***tion_position = 1560;sequence_Frame = 68 M# t/ z6 y7 \* d6 P: P
Frame = 7;a***tion_position = 1872;sequence_Frame = 7- T$ J2 X, a4 _9 w# C9 k& O
Frame = 8;a***tion_position = 2184;sequence_Frame = 8$ h% ^5 S3 h( S7 ^. R4 h
[] 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" O) p7 ?4 g( `! @3 o& g
Frame = 9;a***tion_position = 2393;sequence_Frame = 98 }* f9 e8 a( p" V1 q5 b, [
Frame = 10;a***tion_position = 2602;sequence_Frame = 10
% H5 G. S3 j8 `5 L8 B: x5 U9 \6 QFrame = 11;a***tion_position = 2811;sequence_Frame = 10+ L" S9 r& @# v3 _5 f4 ~. \
Frame = 12;a***tion_position = 3020;sequence_Frame = 11
& c% c4 t6 O$ n/ N, dFrame = 13;a***tion_position = 3229;sequence_Frame = 123 J3 O7 t) J' ^3 _- o
Frame = 14;a***tion_position = 3438;sequence_Frame = 130 f' N/ W5 p b* K* }' S3 s0 f
Frame = 15;a***tion_position = 3647;sequence_Frame = 14
' y! p! d8 H" q- Z! E7 rFrame = 16;a***tion_position = 3856;sequence_Frame = 15
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Frame = 17;a***tion_position = 4065;sequence_Frame = 15
2 X6 h1 a ^+ z9 RFrame = 18;a***tion_position = 4274;sequence_Frame = 16
: g5 _1 b7 j( z: x7 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。( }) O4 M [4 r% o3 Z' k7 F
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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:
2 e6 ?* A! [+ g9 m4 g2 c[] 如果主手武器装备在左侧:- n0 `3 o2 l6 G1 W8 p2 U# F7 T% p
WSM1 = WSM_primary + WSM_secondary - (WSM_primary + WSM_secondary)/27 T% u% I4 r: u3 q
WSM2 = 2*WSM_secondary - (WSM_primary + WSM_secondary)/2 r5 j, A- X/ K1 x
[] 如果主手武器装备在右侧: ( h; D6 a; I7 \+ L v
WSM1 = (WSM_primary + WSM_secondary)/2 + WSM_primary - WSM_secondary
% e/ Z) J& Y0 p6 o3 {; UWSM2 = (WSM_primary + WSM_secondary)/2( _' f$ \/ p1 m! ]' ~+ r
[] EIAS部分的计算:4 N2 G5 c& m2 ]% U# C% h
EIAS1 = [120*(OIAS + IASprimary)/(120 + OIAS + IASprimary)]
! |! g% J4 X0 f+ d% T; k \EIAS2 = [120*(OIAS + IASsecondary)/(120 + OIAS + IASsecondary)]
9 \4 A! _" n9 k& r7 ?. X[] Acceleration部分的计算:
" p# w q' l& n+ j1 x8 EAcceleration1 = 70 + SIAS + IAS1 - WSM1! {7 W6 y; `6 n6 a1 W* F" ~" [3 j
Acceleration2 = 70 + SIAS + IAS2 - WSM28 k1 n! d( v1 C
[] FPA部分的计算:3 n3 E C7 a& P
FPA_1 = {256*9/[256*Acceleration1/100]} - 1
2 e) u+ z3 ~: i% HFPA_2 = {(256*17 - fpa_1*[256*Acceleration1/100])/[256*Acceleration2/100]}
# e. d7 s, g# s! G, uFPA = FPA_1 + FPA_2
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