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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:
% g/ z6 s" K) G% B. A" N9 K[] 20级狂乱:SIAS=42
9 t+ A+ X: J d. e( V[] 幻化之刃(PB):WSM=-30;IAS=0 6 n; D8 Q7 `$ {; q9 I$ a9 H
[] 巨神之剑(CS):WSM=10;IAS=0
+ N i( e$ B8 D- v8 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:9 ?# A3 M* k; ^) P/ i" C1 p
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[] 首先获取当前的attackrate,也就是StatID=68(ItemStatCost.txt)。. |& D) p8 `- _, v6 b0 t- x7 \" W
attackrate = 100 - Right_Hand_WSM + SIAS = 100 - (-30) + 42 = 172
! H2 |3 d( Z- w1 @: U7 Y7 j( K7 X[] 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。
1 k& X. V! t. F& E0 M1 t" d, NWSM_factor = (Right_Hand_WSM + Leftt_Hand_WSM ) / 2 - Leftt_Hand_WSM = ((-30) + 10) / 2 - 10 = -20
5 g2 J: Q" c0 I5 E" O[] 然后使用递缩公式将用于攻击的装备IAS折算为EIAS。
4 U! |( s& e; sEIAS = (120 * (Right_Hand_IAS + Off_weapon_IAS)) / (Right_Hand_IAS + Off_weapon_IAS + 120) = (120 * (0 + 0)) / (120 + 0) = 0
0 p0 \$ F8 m, t; s) ^[] 接下来将以上的计算结果汇总到一起,开始计算a***tion_rate。
7 ]# x( }' u+ ra***tion_rate = EIAS + WSM_factor + attackrate - 30 = 0 + (-20) + 172 - 30 = 122% n0 z! h* d/ i+ S1 L0 M
[] 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( M3 m" v k8 H5 Ma***tion_speed = (256 * a***tion_rate)/ 100 = (256 * 122) / 100 = 312
" ]5 ^. |; e% ]# o9 }[] 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。" Y# v5 E- u4 A% ]
a***tion_position = a***tion_position + a***tion_speed0 d, H; G1 P* Q
[] 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:
0 @$ ^$ j' J1 m C, ?4 E( y* aFrame = 1;a***tion_position = 0;sequence_Frame = 0
5 g& ?) Y0 m6 P$ eFrame = 2;a***tion_position = 312;sequence_Frame = 1
0 t$ i5 W8 ]0 F6 I/ c* d) YFrame = 3;a***tion_position = 624;sequence_Frame = 29 ^ ?% Z. v9 I
Frame = 4;a***tion_position = 936;sequence_Frame = 3' G( \9 Z/ y& _9 p% v
[] 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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0 H! j1 I; f* F- {/ w. E9 IFrame = 5;a***tion_position = 1248;sequence_Frame = 4
( T0 C, V$ N9 S0 W# wFrame = 6;a***tion_position = 1560;sequence_Frame = 60 T1 b$ p' u/ {! b" L1 R
Frame = 7;a***tion_position = 1872;sequence_Frame = 7
( c( I2 `/ ]' T, h# g$ H5 PFrame = 8;a***tion_position = 2184;sequence_Frame = 83 a7 T' A! \) B! a9 R$ A0 f
[] 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。 Q8 ^3 v" f! f. S
Frame = 9;a***tion_position = 2393;sequence_Frame = 99 j' |6 i4 @% G" f. y% a
Frame = 10;a***tion_position = 2602;sequence_Frame = 10
' F9 G g9 O! G) t7 _, \" U x/ j, X# SFrame = 11;a***tion_position = 2811;sequence_Frame = 10
) U' N! r( i% S: w$ q; Z1 ?Frame = 12;a***tion_position = 3020;sequence_Frame = 11+ J8 o2 K5 a# e/ K1 `- p/ t" \
Frame = 13;a***tion_position = 3229;sequence_Frame = 12
% v& O# U4 ^/ \ a6 mFrame = 14;a***tion_position = 3438;sequence_Frame = 13
" q. U/ z" W* ?# H+ r0 tFrame = 15;a***tion_position = 3647;sequence_Frame = 14
" t( F& h* y3 o5 K xFrame = 16;a***tion_position = 3856;sequence_Frame = 15& X5 T& c/ A" x- c2 z
' Z9 O5 V9 L$ p: V$ o% kFrame = 17;a***tion_position = 4065;sequence_Frame = 15/ P* A9 L* W. u& g+ l% e& j7 s6 @
Frame = 18;a***tion_position = 4274;sequence_Frame = 16. F- g" S, `3 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。# `! s$ L5 g! W8 e
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0 ?$ z8 x9 K4 j7 L7 a3 ?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:/ t; ?2 K- t' t( H$ l9 w5 J5 Q
[] 如果主手武器装备在左侧:
- a* X/ @. O: @' T0 mWSM1 = WSM_primary + WSM_secondary - (WSM_primary + WSM_secondary)/2
! K! e( F' J1 D# AWSM2 = 2*WSM_secondary - (WSM_primary + WSM_secondary)/2! b/ R. B m* N2 @" x# a2 w
[] 如果主手武器装备在右侧:
7 a- Z$ y! K8 p3 d2 OWSM1 = (WSM_primary + WSM_secondary)/2 + WSM_primary - WSM_secondary& \- y; \$ A3 Z% x: R4 }; [3 f
WSM2 = (WSM_primary + WSM_secondary)/29 ?0 |( X- z( D7 l9 D7 b9 y6 G
[] EIAS部分的计算:0 M/ y' O8 i$ Q
EIAS1 = [120*(OIAS + IASprimary)/(120 + OIAS + IASprimary)]$ q& @0 E. P* e! `/ M5 p _5 k
EIAS2 = [120*(OIAS + IASsecondary)/(120 + OIAS + IASsecondary)]& d& P; s4 Q9 ?9 m
[] Acceleration部分的计算:
6 E5 U6 l0 L4 h2 Q& IAcceleration1 = 70 + SIAS + IAS1 - WSM1
# l$ z z( p' w, i$ qAcceleration2 = 70 + SIAS + IAS2 - WSM26 z: ]1 G4 @% E" ` A
[] FPA部分的计算:- X3 ?/ a" \) C4 Q( z/ X
FPA_1 = {256*9/[256*Acceleration1/100]} - 14 ` g4 A/ \8 M; b' }
FPA_2 = {(256*17 - fpa_1*[256*Acceleration1/100])/[256*Acceleration2/100]}
) \- s+ G! ^/ iFPA = FPA_1 + FPA_2/ A+ @) B" f* _9 \6 Z# x
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