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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 p* K0 ^4 [) t5 M[] 20级狂乱:SIAS=422 B& r; U$ Q' r' N1 n. J) a% b$ Z
[] 幻化之刃(PB):WSM=-30;IAS=0
; C8 P. x- k7 g k3 F[] 巨神之剑(CS):WSM=10;IAS=0
- k2 p1 v5 l2 d0 G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:( R8 V/ n* v$ Y% c
4 _7 G" Z+ G( E[] 首先获取当前的attackrate,也就是StatID=68(ItemStatCost.txt)。
7 w* L. N- L4 P% eattackrate = 100 - Right_Hand_WSM + SIAS = 100 - (-30) + 42 = 172$ q$ g1 v+ A a9 k- o. n
[] 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。4 s" R) _- `, ~
WSM_factor = (Right_Hand_WSM + Leftt_Hand_WSM ) / 2 - Leftt_Hand_WSM = ((-30) + 10) / 2 - 10 = -20
! C7 P6 ]& H6 z9 `8 U[] 然后使用递缩公式将用于攻击的装备IAS折算为EIAS。" f8 _4 V% g5 C9 J# J X
EIAS = (120 * (Right_Hand_IAS + Off_weapon_IAS)) / (Right_Hand_IAS + Off_weapon_IAS + 120) = (120 * (0 + 0)) / (120 + 0) = 0* u% O9 A+ J6 }" g% r9 {% }
[] 接下来将以上的计算结果汇总到一起,开始计算a***tion_rate。
, @2 p9 a# _" h4 I9 Za***tion_rate = EIAS + WSM_factor + attackrate - 30 = 0 + (-20) + 172 - 30 = 122
0 T$ f$ o6 e% D7 x[] 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。# L, q# h3 U" w8 }' r4 \
a***tion_speed = (256 * a***tion_rate)/ 100 = (256 * 122) / 100 = 312
( m9 m; W5 D: j* x* y7 }" f[] 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。
% O, ~) [+ p# C; f; l Ka***tion_position = a***tion_position + a***tion_speed
0 }( B1 p# x! v. I[] 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:
r& F S! U5 O0 U& sFrame = 1;a***tion_position = 0;sequence_Frame = 0
: ~- B4 S/ s, c% f4 M3 O& MFrame = 2;a***tion_position = 312;sequence_Frame = 1
7 R' i+ x' L6 K: }: T& HFrame = 3;a***tion_position = 624;sequence_Frame = 2* D( d8 K' h0 A$ N% x# D9 \
Frame = 4;a***tion_position = 936;sequence_Frame = 3+ f* ^# e" y& s! M
[] 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。) e0 F h8 ?! N+ x: O' {
8 l9 d+ Y9 [, n" |. C3 q- WFrame = 5;a***tion_position = 1248;sequence_Frame = 4+ m3 V- \! [0 A3 b$ a
Frame = 6;a***tion_position = 1560;sequence_Frame = 6
. H! f( q- J$ m% m6 RFrame = 7;a***tion_position = 1872;sequence_Frame = 7
3 S/ _8 c; g1 n1 i+ a5 rFrame = 8;a***tion_position = 2184;sequence_Frame = 8
# t6 p& h9 I) q: a% ?. x* |( r) ?[] 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。
_ V9 w5 e6 f# sFrame = 9;a***tion_position = 2393;sequence_Frame = 9
" r& v9 q" e" |5 P: Z) K* dFrame = 10;a***tion_position = 2602;sequence_Frame = 10: m; U2 j$ ~6 D- X. x
Frame = 11;a***tion_position = 2811;sequence_Frame = 108 @) e+ O% j4 a6 n* `
Frame = 12;a***tion_position = 3020;sequence_Frame = 11
) E" f3 r5 k1 U( @Frame = 13;a***tion_position = 3229;sequence_Frame = 12
) K5 F9 d9 @8 w; R# mFrame = 14;a***tion_position = 3438;sequence_Frame = 13" z1 T$ w2 t1 c6 {2 x
Frame = 15;a***tion_position = 3647;sequence_Frame = 149 ^' m U5 A$ l7 I# j* c/ U) E
Frame = 16;a***tion_position = 3856;sequence_Frame = 159 r4 d& b8 v" m8 a% x- g3 q2 t
1 c- e, U# `/ P6 U; [$ r0 B" v
Frame = 17;a***tion_position = 4065;sequence_Frame = 15
2 s) I+ \1 u* a/ `) E: \Frame = 18;a***tion_position = 4274;sequence_Frame = 16
- U$ R, D6 o5 l/ b" N* u2 O6 p[] 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。7 `+ h( X9 M+ a/ K
- V+ C$ m" Y/ E0 c& Q$ F. a; M1 ]! b; c& i9 Z( ^
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:6 G. A+ W4 r* r8 h$ O# I
[] 如果主手武器装备在左侧:& }4 M' v8 V/ m+ q
WSM1 = WSM_primary + WSM_secondary - (WSM_primary + WSM_secondary)/23 H/ r: ^# {. @
WSM2 = 2*WSM_secondary - (WSM_primary + WSM_secondary)/2
& I/ |2 o, m( B+ w. W[] 如果主手武器装备在右侧: ) T! F( D# a' G: t3 N' ~
WSM1 = (WSM_primary + WSM_secondary)/2 + WSM_primary - WSM_secondary
0 |/ w. o3 R3 `) g b! `WSM2 = (WSM_primary + WSM_secondary)/2: N8 W1 j; }. h) ]
[] EIAS部分的计算:+ W. ~2 o, H+ v4 c( c& \% A" o
EIAS1 = [120*(OIAS + IASprimary)/(120 + OIAS + IASprimary)]
+ f, T% h; M& X- x# T$ rEIAS2 = [120*(OIAS + IASsecondary)/(120 + OIAS + IASsecondary)]
9 X/ P; n( d4 d# Q" l) ^+ D% B) M[] Acceleration部分的计算:
4 l8 C3 `3 y0 u* K( iAcceleration1 = 70 + SIAS + IAS1 - WSM15 p3 R# M; Z Q+ |' [# o+ I" {9 x3 j
Acceleration2 = 70 + SIAS + IAS2 - WSM2
% Q% p0 H7 | E8 ^8 f7 {. }+ J+ {' [2 V[] FPA部分的计算:
7 D; O( m! f8 X, X MFPA_1 = {256*9/[256*Acceleration1/100]} - 16 O9 f q3 Z4 g, {& i* b
FPA_2 = {(256*17 - fpa_1*[256*Acceleration1/100])/[256*Acceleration2/100]}8 D U! ^, k. T% p
FPA = FPA_1 + FPA_2; D X. q+ o; ^; y/ l* O0 _
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