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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:
& J4 N7 e' k# l! E6 u2 w9 Z; G6 a# T. V[] 20级狂乱:SIAS=42
' F# B. S9 a, w5 J( f4 K[] 幻化之刃(PB):WSM=-30;IAS=0
+ H/ G' G& \4 u) r+ q[] 巨神之剑(CS):WSM=10;IAS=0
( k3 y/ [8 ?. _: H' K4 ^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:; }/ V# |# P0 k
( H! K; i- S+ i. Y1 Y/ ~9 o[] 首先获取当前的attackrate,也就是StatID=68(ItemStatCost.txt)。
0 a s# c! n: O8 {attackrate = 100 - Right_Hand_WSM + SIAS = 100 - (-30) + 42 = 172
7 Z+ c G1 |+ r; D- N1 ~9 p[] 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。
+ C4 ]( C& Q" v+ F5 E8 W( WWSM_factor = (Right_Hand_WSM + Leftt_Hand_WSM ) / 2 - Leftt_Hand_WSM = ((-30) + 10) / 2 - 10 = -20
( M2 k# n$ V- O m$ L$ \[] 然后使用递缩公式将用于攻击的装备IAS折算为EIAS。" D/ H+ c3 T2 B, {) I# y: e$ `3 @
EIAS = (120 * (Right_Hand_IAS + Off_weapon_IAS)) / (Right_Hand_IAS + Off_weapon_IAS + 120) = (120 * (0 + 0)) / (120 + 0) = 0
3 ?' E& b. S+ d8 S: t2 m8 U[] 接下来将以上的计算结果汇总到一起,开始计算a***tion_rate。. K0 b- a# L5 T$ L/ w
a***tion_rate = EIAS + WSM_factor + attackrate - 30 = 0 + (-20) + 172 - 30 = 122
/ d6 n. l$ d$ K, K[] 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。8 k* E4 ~0 _- ]( y8 N0 s
a***tion_speed = (256 * a***tion_rate)/ 100 = (256 * 122) / 100 = 3123 I# m7 U8 ~5 H1 a r9 n7 |
[] 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。+ g: S3 ~# [5 y
a***tion_position = a***tion_position + a***tion_speed$ q' B# h0 ~- l/ l& C. D
[] 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:
+ M. {9 G& L' N! }9 j" PFrame = 1;a***tion_position = 0;sequence_Frame = 0; ^8 A1 w' c# ]$ J5 s4 U9 U
Frame = 2;a***tion_position = 312;sequence_Frame = 1( I+ J2 d- T q9 u+ X, W9 m
Frame = 3;a***tion_position = 624;sequence_Frame = 2& C+ l* W! z1 c z2 y" D( i7 \4 t
Frame = 4;a***tion_position = 936;sequence_Frame = 3
- _) r! v1 M* E& A% G8 u[] 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。 V" h. }" K9 w' J% u
; k1 {* J. }# PFrame = 5;a***tion_position = 1248;sequence_Frame = 4. b o1 P4 a# N/ D6 e2 H% ]
Frame = 6;a***tion_position = 1560;sequence_Frame = 6
, L2 v$ j$ c4 H+ TFrame = 7;a***tion_position = 1872;sequence_Frame = 72 @$ n! C& z' h0 L% N
Frame = 8;a***tion_position = 2184;sequence_Frame = 8
, L/ b' i/ o B& X# @; y2 ]( J% G[] 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 E; |1 s5 T3 W* V$ b; dFrame = 9;a***tion_position = 2393;sequence_Frame = 9. j1 S# b3 \# o" k7 s5 z
Frame = 10;a***tion_position = 2602;sequence_Frame = 10
) Y3 P4 T" W1 v6 F. r, oFrame = 11;a***tion_position = 2811;sequence_Frame = 10, t0 a1 g& r6 B6 y
Frame = 12;a***tion_position = 3020;sequence_Frame = 11$ d1 ]9 y3 S y
Frame = 13;a***tion_position = 3229;sequence_Frame = 12
/ x+ F+ n7 z. }+ U, M( m* I9 GFrame = 14;a***tion_position = 3438;sequence_Frame = 13& ]9 s' F/ O& R1 c
Frame = 15;a***tion_position = 3647;sequence_Frame = 14/ M( _6 a! N, ?4 }6 z0 s
Frame = 16;a***tion_position = 3856;sequence_Frame = 151 d5 Z2 N( W6 M2 _7 c& d
9 x% W. Q$ j1 u- f9 HFrame = 17;a***tion_position = 4065;sequence_Frame = 151 Y) p$ B! w; G P( m5 p7 B
Frame = 18;a***tion_position = 4274;sequence_Frame = 16
8 g S: s% l" d8 G/ q: s, R7 n* Y[] 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。
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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:
" Q+ D* }7 [. q[] 如果主手武器装备在左侧:9 U, Y/ e# F! C
WSM1 = WSM_primary + WSM_secondary - (WSM_primary + WSM_secondary)/2
; a1 G4 m3 E5 m. K/ _# T1 `# pWSM2 = 2*WSM_secondary - (WSM_primary + WSM_secondary)/2: E1 S! `. d% \4 C7 }
[] 如果主手武器装备在右侧: @6 r, X2 V* y. L- t& _, z, y
WSM1 = (WSM_primary + WSM_secondary)/2 + WSM_primary - WSM_secondary
5 G& {: v/ n9 w! S5 y3 U( k5 [WSM2 = (WSM_primary + WSM_secondary)/2
' b# }: ~8 `* F# B) J[] EIAS部分的计算:* v3 R# m; Q7 c( t. j
EIAS1 = [120*(OIAS + IASprimary)/(120 + OIAS + IASprimary)]
; W3 b% z/ d8 N. f" JEIAS2 = [120*(OIAS + IASsecondary)/(120 + OIAS + IASsecondary)]
5 H3 |! U9 w( \6 K6 t: j[] Acceleration部分的计算:
: k/ Q4 Z5 X. c8 iAcceleration1 = 70 + SIAS + IAS1 - WSM16 Y3 G( g8 R: i$ E( H# N
Acceleration2 = 70 + SIAS + IAS2 - WSM2
/ Y1 r: p# B; E0 R[] FPA部分的计算:4 ~& o- O# W' S8 {% v
FPA_1 = {256*9/[256*Acceleration1/100]} - 1
* J0 Q8 i! e) a! S1 J pFPA_2 = {(256*17 - fpa_1*[256*Acceleration1/100])/[256*Acceleration2/100]}' k, ?+ ^# X" I6 k1 w
FPA = FPA_1 + FPA_2# T4 [" |4 H% h0 {4 j
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