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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:3 H0 K; b+ k) G7 v( W& x
[] 20级狂乱:SIAS=42
8 f. T- Q4 p" `) W[] 幻化之刃(PB):WSM=-30;IAS=0
- o% I) S5 A/ k6 T! p4 J! ?! R1 ][] 巨神之剑(CS):WSM=10;IAS=0
9 U6 C* s" m! l) l' [6 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:
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[] 首先获取当前的attackrate,也就是StatID=68(ItemStatCost.txt)。6 K1 T4 z& J. n3 E3 A0 _
attackrate = 100 - Right_Hand_WSM + SIAS = 100 - (-30) + 42 = 172' e C9 |6 U8 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。
6 `9 t& m7 y* O, RWSM_factor = (Right_Hand_WSM + Leftt_Hand_WSM ) / 2 - Leftt_Hand_WSM = ((-30) + 10) / 2 - 10 = -204 X; Z% z6 A4 M6 N+ T1 t, F) Z0 d# x
[] 然后使用递缩公式将用于攻击的装备IAS折算为EIAS。6 A* @, r! U3 N
EIAS = (120 * (Right_Hand_IAS + Off_weapon_IAS)) / (Right_Hand_IAS + Off_weapon_IAS + 120) = (120 * (0 + 0)) / (120 + 0) = 0
. i& z$ K4 u d6 W[] 接下来将以上的计算结果汇总到一起,开始计算a***tion_rate。% o7 w( M6 q; S
a***tion_rate = EIAS + WSM_factor + attackrate - 30 = 0 + (-20) + 172 - 30 = 122
" n- m0 U1 I1 z[] 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。, f/ c. j2 ?$ `2 b5 |
a***tion_speed = (256 * a***tion_rate)/ 100 = (256 * 122) / 100 = 312( Y8 G& }7 m% w5 f+ g3 P
[] 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。
1 [2 j _7 ]" ]3 l0 \a***tion_position = a***tion_position + a***tion_speed
5 P0 E, u7 J5 {% F/ l% P[] 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:
% ^# \- |' y1 jFrame = 1;a***tion_position = 0;sequence_Frame = 0
% Z* C: t1 i( t+ t" X6 q! YFrame = 2;a***tion_position = 312;sequence_Frame = 1& u. q7 E8 c- _
Frame = 3;a***tion_position = 624;sequence_Frame = 2' J# Y4 E# Y7 c
Frame = 4;a***tion_position = 936;sequence_Frame = 3- G- w, z3 f+ @$ a; W. x
[] 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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1 u% @0 i1 Z+ X, A6 g+ D' E+ eFrame = 5;a***tion_position = 1248;sequence_Frame = 4" K* Q6 q8 j. U" e
Frame = 6;a***tion_position = 1560;sequence_Frame = 6
% M! p' P& Y/ g3 u, v. b+ ?' B, j: hFrame = 7;a***tion_position = 1872;sequence_Frame = 7* t4 ^& ~* B, c
Frame = 8;a***tion_position = 2184;sequence_Frame = 8
& I7 t( |1 U3 O) m7 M[] 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。
, l. l; j% \( f9 fFrame = 9;a***tion_position = 2393;sequence_Frame = 9
% Z* p7 i; f3 ?% _" nFrame = 10;a***tion_position = 2602;sequence_Frame = 109 k/ c1 r2 u; w; a& B/ V
Frame = 11;a***tion_position = 2811;sequence_Frame = 10
9 ^* q2 \9 i$ ^3 b" S! V0 {# L7 wFrame = 12;a***tion_position = 3020;sequence_Frame = 11* q' Z; K; i5 Y0 T$ N
Frame = 13;a***tion_position = 3229;sequence_Frame = 12
2 G7 Z4 W @* I% \0 bFrame = 14;a***tion_position = 3438;sequence_Frame = 13" H; ^4 ]+ w+ m: ]
Frame = 15;a***tion_position = 3647;sequence_Frame = 14% P- t- z, x# a9 ^2 ?6 }
Frame = 16;a***tion_position = 3856;sequence_Frame = 151 P/ `9 n1 ` ^! B& Q! @
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Frame = 17;a***tion_position = 4065;sequence_Frame = 15
7 ^5 t+ w U4 Z' WFrame = 18;a***tion_position = 4274;sequence_Frame = 16
; T q. Q$ r1 B3 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:8 b2 [/ a2 F8 ^) }5 W" E
[] 如果主手武器装备在左侧:
) O2 g) B! z% y) ]0 S+ ?, n1 HWSM1 = WSM_primary + WSM_secondary - (WSM_primary + WSM_secondary)/20 X# r ~1 ~; y, M- u8 g* n0 |
WSM2 = 2*WSM_secondary - (WSM_primary + WSM_secondary)/2
+ m- e; k0 A- H4 W[] 如果主手武器装备在右侧: 8 u1 T7 Z4 ~; T+ x: P2 M, i
WSM1 = (WSM_primary + WSM_secondary)/2 + WSM_primary - WSM_secondary1 e' v1 w! j* D& b& v! ]
WSM2 = (WSM_primary + WSM_secondary)/2
# H& p7 `! K' g. S' `( S# l1 q[] EIAS部分的计算:- A+ W6 r/ O5 v
EIAS1 = [120*(OIAS + IASprimary)/(120 + OIAS + IASprimary)]* f0 _, S0 L6 ?. R6 ?
EIAS2 = [120*(OIAS + IASsecondary)/(120 + OIAS + IASsecondary)]
9 c# R+ y2 t' Y! x& S2 x" p! i[] Acceleration部分的计算:
* t5 @ M; {% T3 {5 o3 Y4 I& EAcceleration1 = 70 + SIAS + IAS1 - WSM12 G( z" z9 r1 L# g
Acceleration2 = 70 + SIAS + IAS2 - WSM2
, D9 Z# C) ~- Y- B* @[] FPA部分的计算:6 j6 ~/ L( q0 O! F7 u: n: R# h
FPA_1 = {256*9/[256*Acceleration1/100]} - 1
4 }% t1 R$ q g. h5 {; A) W, ^. nFPA_2 = {(256*17 - fpa_1*[256*Acceleration1/100])/[256*Acceleration2/100]}
5 u% h& H" \, D% \) R K8 A! a: nFPA = FPA_1 + FPA_2
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